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

Review by · August 14, 2025 · 4:00 am

OFF is one of the preeminent forbears of today’s wide variety of narratively off-kilter, classic JRPG-inspired indies. The original game, made in RPG Maker 2003 and released in 2008, ignited a creative spark whose radical flame burns in many hits to follow: from Space Funeral to LISA: The Painful to Undertale to Omori and countless lesser known passion projects. A lot of time has passed since then, and RPG Maker games and their spiritual kin have produced some of the most personal and thematically coherent RPGs of the last 15 years. As a newcomer to OFF, I was most curious whether this remaster still feels as fresh and impactful in retrospect as it must have been upon release.

I won’t beat around the switch. OFF doesn’t quite reach the heights of its most significant descendants, but it is fascinating to finally play one of their most blatant inspirations. It inducts the player into the story as Undertale does. It imports hand-drawn and other real-world assets into its aesthetics, like Omori. And, together with its spiritual cousin Yume Nikki, uses horror and the grotesque in a way that now feels signature to the RPG Maker canon yet wasn’t when it first released. Playing OFF for the first time in 2025 feels most rewarding as a history lesson full of “aha!” moments of creative recognition.

The game’s rich history is also important context for this rerelease. The original OFF was created primarily by Belgian solo developer Martin Georis (who goes by “Mortis Ghost”), with assistance from a few friends and the crucial work of composer Alias Conrad Coldwood. For Mortis Ghost, who aspired to be a comic book creator, it was just a freeware side project. In the following years, OFF earned itself a cult following with fans completing an unofficial English translation in 2011, as the original script was in French. It then proliferated on forums like Tumblr, where it captured the imagination of many young RPG fans (and future developers) ready for something so different and weird in the genre.

And weird it is. OFF’s story focuses far more on atmosphere and abstract expression than a coherent plot and characters to invest yourself in. You (the named player) are thrown into the cleats of The Batter. The Batter is an enigmatic and stoic protagonist who doesn’t offer much characterization beyond instinctively bashing every obstacle in his path and rehearsing plainspoken lines about how he must “purify” the world. Bit of a red flag, if you ask me. However, this world is frankly a mess, so maybe he has a point?

The Batter speaks with a cat named The Judge in the game's intro sequence. The Judge has deduced that The Batter is imaginary because living beings can't be in Zone 0.
This isn’t the kind of game where you can pet the cat.

OFF’s fractured world is divided into levels simply named Zone 1, Zone 2, etc., that you progress through linearly. A tyrannical Guardian rules each one, deceiving and exploiting the Elsen, NPCs that work for them. Every Elsen has the same dead-inside salaryman appearance and doesn’t show any sense of individuality. There are Spectres causing havoc in the zones, who are depicted as hand-drawn assets in the game’s random encounters and can be impressively unsettling in their visual appearance. The Batter and Elsen believe that purging these Spectres will fix things. As the player, you quickly get the sense that something feels off about all this.

And now, you can experience The Batter’s journey in repackaged Unity form for $15 USD! Aside from the obvious appeal of playing an indie RPG on Switch, you may be wondering if anything else about the package warrants not downloading the totally free original from its wiki. Between an official English translation, revamped combat mechanics and balancing, nibbles of new content including secret bosses, and a redone OST, I’d say Mortis Ghost and publisher Fangamer have done enough to ask for some money—even if they could have swung higher.

Nevertheless, I don’t begrudge the decision to focus on preserving OFF while touching up its gameplay for a wider audience. Combat is quick, snappy, and demands a light yet satisfying degree of strategy throughout most of the game. The game adapts Final Fantasy’s ATB system, with visible bars for allies and enemies filling to determine turn order. Unlike the original release, time now pauses once any of your party members’ command menus pop up. There was also an effort to fine-tune the health and damage numbers. They also added a fun extra mechanic where your bar sometimes turns yellow, charging faster and signifying an upcoming critical. From what I’ve seen of the original game, combat is straight-up improved here. Are the mechanics overly familiar? Sure. But they’re executed well.

A screenshot of OFF depicting protagonist The Batter surrounded by pixelated ghosts.
Batter up!

When you’re not “purifying” Spectres, you’re solving puzzles in the overworld. Pushing boulders, memorizing and inputting numbers, inserting lost pages into books: you know the drill. A few puzzles stuck out as particularly inspired, while some others were plain tedious. They work best as minor challenges that effectively add flavor to the exploration and background of each zone.

Aside from the remaster’s fresh coat of polish, the new content advertised here amounts to a slightly expanded endgame with secret bosses. The bosses themselves are a welcome inclusion that provides more narrative clues (though certainly not answers) and dramatic tone-setting before the finale. I only wish that Mortis Ghost used this as an opportunity to revise and/or expand the endgame further, as it ultimately feels underdeveloped and unrewarding.

The endgame involves backtracking through each of the game’s main zones. The zones are now streamlined, emptied, and full of encounters with only one enemy type each that you inexplicably are not allowed to escape from. As a result, what could have been a seamless and fleshed-out buildup to the game’s climax becomes a tedious, repetitive sequence.

This portion even fails to provide the usual dopamine draw of a good endgame. The equipment I found off the beaten path was usually worse than what my team was already using, so my only reward was more random encounters. And the boss fights, while cool, did not provide any truly demanding superboss thrills or unlock a new ending path. I’m usually the guy who’s willing to excuse this kind of thing if there’s a narrative justification—and I suppose there is—but as the venue for this release’s new content, I hoped for more.

A battle screen showing the first boss fight against one of the Guardians.
Spoiler alert: this boss theme slaps.

The most significant, and potentially divisive, creative difference between the original version of OFF and the remaster is an entirely new soundtrack. I imagine existing fans will feel attached to Alias Conrad Coldwood’s OST, which I’ve gone back to listen to in context. There’s no denying Coldwood’s OST suits the game. Its homegrown mixing, contemporary lo-fi stylings, and haunting soundscapes feel perfect for a freeware solo dev indie project. A curious Redditor reached out to Coldwood seeking answers regarding why their original OST wasn’t used. Apparently, it came down to not owning the license to the samples they used (which is problematic for a commercial release as opposed to a free one) and being generally distrustful of these kinds of contracts (fair enough).

With that said, the new OST—courtesy of Toby Fox, Morusque, and a few other contributors—was one of the highlights of my playthrough. The tone may not feel as consistently coherent as Coldwood’s work, but the songs hit harder. As examples, here’s the original battle theme versus the new one, and the original Zone 1 music versus the remaster’s interpretation. For me, the new OST is generally more robust and enjoyable, while the original excelled with its uniquely twisted ambiance. There’s no easy either/or pick here. Fortunately, Coldwood’s vision will always remain available in the game’s freeware version.

I already touched on OFF’s story a bit, but I want to circle back to it. After all, the reason people like me gravitate towards a game like OFF isn’t for the joy of playing yet another traditional, mechanically indistinct turn-based RPG. It’s to see what the developer thought to do with that framework to provide a unique narrative experience. It’s to find out that the four elements of this world aren’t Earth, Wind, Fire, and Water; rather, they are Metal, Smoke, Meat, and Plastic. Or that recovery items have names like Luck Ticket, Silver Flesh, and Moloch’s Meat. I love that.

A screenshot showing a void-like zone with grey and black colors. The Batter stands next to an eye in the ground.
A secret waiting to be discovered.

Why are those the four elements here? Why is our angel-of-death protagonist decked out in baseball gear? What are we accomplishing by purifying the Spectres? Why did the developer decide to make our party members simple circles named after letters of the Greek alphabet? If you want to think about these questions without having any of them lucidly answered, OFF is the game for you! I’m not even throwing any shade. While I was sometimes skeptical of the story’s stubborn obtuseness, it won me over within a day of finishing it.

OFF‘s writing is near average, other games have far surpassed its fourth-wall knocking, and the characters are barely developed. Despite all this, OFF’s story ultimately has enough going on to linger in the mind like a benign tumor. Everything from The Batter’s goals to those of his adversaries remains barely intelligible. Maybe the story is metaphorical; maybe it’s literal. Beneath all the subverted RPG trappings, there seems to be some sort of familial psychodrama informing OFF’s world. If you ask the creator, many of these details are arbitrary. The important thing is it doesn’t feel that way, though. Like a classic surrealist film, I found OFF’s greatest strength to be that I spent time wondering what all this could mean after having soaked it all in.

OFF deserves a lot of credit for its creative accomplishments. I’m pleased that this remaster gives us the opportunity to pay it its dues while acknowledging the ways it has been artistically surpassed. It’s the type of creative project that lights a torch for others to carry into even more daring places. Still, with its arthouse stylings that resist easy interpretation, OFF retains its own identity enough to make it well worth recommending to this day. Whether you’re more interested in the game out of historical curiosity or to bask in the dread oozing from its presentation, OFF still has a lot to (don’t do it man, don’t do it)… offer. 

  • Graphics: 75
  • Sound: 90
  • Gameplay: 80
  • Control: 85
  • Story: 85
84
Overall Score
(not an average)

About our grading scale

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

Persona 5 certainly has an impressive list of titles under its umbrella, with both the original “vanilla” version of the traditional RPG and its upgraded Royal counterpart co-existing alongside numerous genre spin-offs, including Strikers, Tactica, and Dancing in Starlight. By this point, it only makes sense for a free-to-play mobile game based on P5 to enter the fray. But is the alternate universe gacha title Persona 5: The Phantom X simply a pale imitation of the original, or does it manage to carry a hidden spark? The answer lies somewhere in between. I found The Phantom X has a solid enough foundation to be a relatively decent standalone Persona spin-off. Still, its gacha roots hold it back, especially if you’re attempting to play without putting any actual money into it.

Persona 5: The Phantom X starts, much like the original P5, in modern-day Tokyo, only instead of focusing on the protagonist Joker and his crew of The Phantom Thieves of Hearts, a new main character and his allies take center stage. Code-named Wonder, our hero is a high school student living his life while a strange sickness spreads throughout the city, taking away people’s desires and hopes. It isn’t long into the game before Wonder uncovers a secret world of demons and shadows just beneath the surface. Together with an enigmatic talking owl named Lufel and others who become aware of Tokyo’s dangerous situation, Wonder forms a group of Phantom Thieves wielding powerful Persona in battle to steal back everyone’s hope. Is this a heist they can pull off, or are these other Phantom Thieves doomed for obscurity?

Mementos exploration is afoot in Persona 5: The Phantom X. The main party stand in a shadowy subway station, planning their next foray.
This game certainly has a very familiar visual aesthetic.

Narratively, a lot is going on in Persona 5: The Phantom X. The plot presents itself in a manner that immediately brings to mind the original P5, with a storyline conveying thoughtful social commentary and comprising a surprisingly memorable cast of characters. While the first Palace dungeon villain and his motivation are arguably the weakest of P5 thus far, even the Subway Slammer has roots in a very real and somewhat troubling issue in Japan. Fortunately, if you have the patience to advance it, The Phantom X‘s plot does improve.

Which brings me to a big caveat of Persona 5: The Phantom X. Patience plays a key role, especially if you intend to play for free like me. While the story is meaty and extensive, be prepared to hit that all-too-familiar “gacha wall” every time you advance. You gain Persona to use in battle and party members to fill out your roster by progressing in the story, and you’ll occasionally receive special tickets that allow you to try and pull for specific characters. But like with traditional Persona titles, you’ll want an assortment of party members with various elemental affinities to help you advance through the game’s dungeons—elemental weakness exploitation is often a crucial key to victory during its turn-based fights lest you face a prolonged and uphill battle. As you advance, your progress will also freeze at fights where certain character levels are required or recommended to safely proceed.

A battle takes place in Persona 5: The Phantom X. The party faces off against two flying tengu monsters and a demonic knight on horseback.
Various combat abilities open up as you advance and gain more characters and Persona.

Leveling up can be tricky, as Wonder is the only character who gains experience points through certain fights, advancing through the story, or dungeons. Other party members gain experience through the use of special items procured while playing, but only up until they reach Wonder’s current level cap. There are also items for strengthening Persona abilities and a robust skill tree for Wonder to help reinforce his versatile stats. If you happen to run out of the items needed to level up characters, you’ll be left waiting for the next game day so they can replenish somewhat before beginning the cycle again.

These instances of having to wait around also bleed into the everyday activities side of things, as The Phantom X only gives you so many activity points to spend around the city in your free time from dungeon exploring and fighting. Activities encompass studying, working various jobs, and hanging out with friends, along with additional social stat meters to contend with in terms of initial gate-keeping for higher-level activities. Once you exhaust the activity points for a given game day, you have to wait once more for them to replenish.

Playing the game entirely for free simply means having to wait once you hit the “gacha wall” before you can successfully advance the story. It’s a shame that it has to be so slow-going, as the narrative itself is more interesting the further along you go. The bonding events Wonder can engage in are reminiscent of Social Links in the original P5, helping to flesh out the characters and their dynamics. You can also raise Synergy levels for certain story characters that raise various abilities and stats. Persona acquiring and strengthening, alongside the always helpful Fusion option, is certainly fitting for a Persona game. It’s disheartening that the blending of all of these gameplay mechanics and storylines behind the telltale “gacha wall.”

Merope's Synergy status screenshot in Persona 5: The Phantom X. Merope sits in a cafe booth, chatting eating a piece of cake.
Bonding with characters has all sorts of beneficial effects.

Visually, Persona 5: The Phantom X utilizes the visual presentation and UI of the original P5 to significant effect. This title truly feels like a spin-off in a graphics and artistic sense. The character designs are detailed and expressive, and I also enjoyed the anime cutscenes spliced throughout the game, including the fantastic opening animation. Sound-wise, the Japanese voice acting is top-notch and highly emotive, and the script’s English localization is phenomenal. I love the soundtrack, which has that distinct and bopping P5 vibe. Besides the “gacha-ness” of it, my biggest other complaint with the game is the wonky control schematics when playing on a PC, as I found myself constantly switching between a gamepad controller and mouse to access specific menus.

Persona 5: The Phantom X is a free-to-play traditional RPG Persona 5 spin-off boasting a surprising amount of depth in terms of gameplay, storyline, and characters. Besides some wonky PC controls, the “gacha wall” you inevitably run up against if you’re trying to play it for completely free is the only thing truly holding the game back. Nonetheless, in a lot of respects, it’s a strong Persona title and one of the better free-to-play RPGs I’ve tried out. I enjoyed my time with the game, and can see myself playing it for a while into the future too. For me, that speaks volumes as to how decent a game Persona 5: The Phantom X can be.

  • Graphics: 85
  • Sound: 89
  • Gameplay: 70
  • Control: 70
  • Story: 88
80
Overall Score
(not an average)

About our grading scale

Review by · August 13, 2025 · 7:00 am

When western audiences think of grand, epic fantasy journeys, there’s no doubt that an RPG powerhouse series such as Final Fantasy comes to mind, or, when thinking of action RPGs, their thoughts might drift to Ys. With that in mind, the wuxia action RPG Sword and Fairy: Together Forever is a phenomenal blending of similar gameplay and story elements from both revered series. The seventh game in the critically acclaimed Chinese RPG series The Legend of Sword and Fairy, Together Forever is entertaining and inspiring despite being hindered by a lackluster English translation.

Our story centers around protagonist Yue Qingshu, a young woman destined to take over her family’s struggling spirit cultivation sect. With only her and her ailing grandfather left as members, the sect’s influence has faded dramatically in recent years, with even the nearby farming village relying on a more powerful sect for lasting protection from the monsters that plague the human realm. Still, Qingshu does what she can to help keep the peace and carry on her duty, eventually coming into contact with an injured deity named Xiu Wu. She inadvertently forms a symbiosis with him as he recuperates, deeply bonding the two metaphysically. The reason for Xiu Wu’s appearance amongst humans quickly reveals itself, with trouble stirring in the demon realm. It isn’t long before Yue Qingshu and Xiu Wu find themselves dragged into a significant and surprising conspiracy that has the potential to endanger all of the realms in turn. With help from the kindhearted Bai Moqing and boisterous Sang Yo, will the pair be able to avert disaster?

I adore the story of Sword and Fairy: Together Forever, which delves into universal themes of equality, honor, compassion, understanding, and love (both romantic and familial). The tale the game weaves is fascinating and compelling, showing people’s conflicting sides: horrendous cruelty in one moment, tender mercy the next, and unexpected kindness, as seen with a group of enslaved refugees aiding the young noble daughter of the family that was so abhorrent to them. In a world where some consider a child’s mere existence a sin worthy of lifelong punishment, others want nothing more than for that youth to live freely, as all children should. The plot truly shines in the heartfelt earnestness of the heroes’ actions, especially with how the characters can alter and amend their viewpoints when shown different perspectives and new information.

A vista screenshot from Sword and Fairy: Together Forever. A young woman stands in a canyon filled with red flowers against a sunset sky.
Prepare for a captivating journey.

Speaking of heroes, I’d be remiss not to talk of the main party here. Yue Qingshu is a determined and protective character who showcases how inner strength doesn’t just mean being tough-as-nails. Xiu Wu doesn’t know much about the human realm at first and can be disparaging of it by taking things at face value, but through his developing bond with Qingshu and others, he starts to understand the strength and hearts of those around him—his character development is exceptional. Sang Yo can be over-the-top, but his heart is always in the right place, and his devotion to Moqing in light of her struggles is touching. Bai Moqing is a gentle and kind soul who initially tries to run away from uncomfortable truths before ultimately standing for what is right and just, even if it means siding against her family. The four prominent party members comprise the narrative’s heart and soul, which contains a varied and memorable cast of characters. While she’s not a party member, I can’t leave out Kuiyu here as she’s an ultimately noble and heroic leader of her people that I couldn’t help but root for from her introductory scene.

Sadly, as much as I greatly appreciated the plot and characters, the script’s English translation is the most significant weak point for Sword and Fairy: Together Forever. Many lines throughout the game read stiffly and awkwardly, with numerous typographical and grammatical errors sprinkled throughout. While it isn’t the worst localization ever, and it’s relatively easy to correct the script in your head as you go, the frequency of the errors still breaks the immersion.

Bai Moqing participating in a battle in Sword and Fairy: Together Forever. She flies through the air splashing blue waves of damage on enemies.
Even ambient conversations can be riddled with awkward English translations.

From a gameplay stance, Sword and Fairy: Together Forever is a party-based action RPG where you control one of the four party members, unleashing basic button-press combos on foes. Each party member has unique skillsets and moves, and you can link these special abilities to a shortcut button for easy access during fights. During story segments, Qingshu also forms partnerships with helpful spirits that grant special stat boosts you can strengthen by leveling. It’s easy enough to get the hang of combat, and it can be fun to play around and experiment with skills and each character’s differing playstyles. You can seamlessly switch between the party members for most fights, adding a nice strategic element to battles.

Beyond combat, the game has weapon forging and strengthening, provided you’ve the prerequisite materials. There are also minigames aplenty with my personal favorite being the early “snowboarding” one, alongside a plethora of interesting and never too-frustrating puzzles that can be a pleasant diversion from the action RPG combat, cookable food to boost stats, and side quests to partake in at your leisure. While many of the side quests tend to be of the “fetch” variety, the lore and insight they provide help to expand the game’s world-building and lore nicely. There’s even a fast-travel option to visit numerous areas of the world relatively quickly. I do have three nitpicking complaints about the gameplay, though. While the stat boosts that food preparation gives you are nice, the duration of said effects is far too short to be of much use out on the field. My other complaint is that, while fast-travel between the world areas is nice, many of the towns and hubs are also huge and don’t have the fast-travel option within them. Hence, getting from point A to point B still takes a long time, especially when visiting different shops or trying to complete side quests in said areas. Finally, I wasn’t the biggest fan of the periodic stealth segments, but they’re spread out decently and are certainly not the worst I’ve encountered in a game. For the most part, those wanting a solid action RPG gameplay experience will not be disappointed.

Yue Qingshu travels through a village in Sword and Fairy: Together Forever. Umbrellas and food stalls line the streets, and villagers walk past.
Exploring gorgeous locales and vistas is a highlight of the game.

Visually, Sword and Fairy: Together Forever is a feast for the eyes. The areas are huge, full of beautiful imagery and bright colors. The character models and artwork are gorgeous and expressive, especially during FMVs. Its lack of enemy variety is more than made up for by the creative enemy designs. Together Forever is a game you can simply stare at in awe. Its soundscape and music is beautiful and moving, helping to further paint the picture and emotions of a given scene through the gorgeous instrumentation at work throughout (such as the ethereal ending theme song). The Chinese voice acting is also passionate and quite fitting for the characters and situations they encounter.

Sword and Fairy: Together Forever is a genuinely excellent game, mainly held back by a less-than-ideal translation. Still, it’s a genuine delight to play. I especially found myself growing to care for the world and its characters, a testament to how strong the overall story is despite the poorer localization. It’s an excellent title for those who enjoy the likes of Ys and Final Fantasy, and I can only hope we’ll see more entries from the Sword and Fairy series in the western markets if they all share the quality of this one. Sword and Fairy: Together Forever is a beautiful, heartfelt journey I won’t soon forget.

  • Graphics: 93
  • Sound: 92
  • Gameplay: 80
  • Control: 80
  • Story: 85
86
Overall Score
(not an average)

About our grading scale

Review by · August 10, 2025 · 3:00 pm

Believe it or not, Shining Force CD was one of my white whales of gaming. It’s trapped on the SEGA CD with a divisive library that largely doesn’t interest me, giving me few reasons to buy the system. SEGA released Shining Force CD late in the system’s lifecycle, and the SEGA CD isn’t known for its reliability, either, so finding the game and a working system is an expensive proposition. 

I prefer to play on original hardware when possible, so when I learned Shining Force CD would be included on the SEGA Genesis Mini 2, I immediately preordered it. It’s the closest I can get to the original experience without making laughably unwise financial decisions.

While Shining Force CD appears to be an original game, it’s mostly a compilation of Shining Force Gaiden and Shining Force Gaiden II, both of which are Game Gear games. SEGA only localized the latter, known in the States as Shining Force: The Sword of Hajya. Astute players will notice that Shining Force CD and the Sword of Hajya use the same box art with slight differences in color and composition. 

Shining Force CD is split into four books: Book 1 is Shining Force Gaiden, Book 2 is The Sword of Hajya, Book 3 is a six-level arc taking place immediately after Sword of Hajya, and Book 4 is a single, controller-throwingly difficult level. Books 3 and 4 are new content exclusive to SFCD. With 53 levels, SFCD is bursting with content and longer than the first two Genesis games (which contain 30 and 44 levels, respectively). I played Books 1–3 on normal, which felt about on par with the previous games’ difficulty. Book 4 is its own beast, which I’ll get to later.

Shining Force CD screenshot of the player's party is on a ship being invaded by flying enemies.
A familiar screen for any Shining Force fan.

Shining Force CD Book 1: Shining Force Gaiden

I suspect SEGA wanted to recreate Shining Force’s success with a portable entry for its handheld, and the Gaiden games do an admirable job of living up to the lofty standards set by the first entry. Porting a massive strategy RPG to a weaker system isn’t a task for the faint-hearted, but developer Camelot Software Planning managed it with a few caveats.

Since the Game Gear is basically a portable Master System, some cuts were necessary to make a portable Shining Force work. Notably, no town exploration mechanics exist in either game or, to keep the design consistent, in Books 3 and 4. Befitting this downgrade, everything is smaller—fewer playable characters, smaller and fewer levels (per game), and a ton of familiar content. The battle system is identical to previous entries, and all the classes, spells, weapons, and items you’ve used before are here, too. While the locations are ostensibly new, it might not feel like it—you travel through many forests, valleys, caves, and castles during your journeys, and it’s hard to shake the feeling that you haven’t seen these places before.

Party management and shopping are accomplished through a camp menu. You can talk to your party members through this menu, too, but they mostly throw out banal one-liners. This setup works fine mechanically—it’s similar to Shining Force’s base setup minus the actual base.

Camelot’s decision to omit towns and exploration made sense on the Game Gear—limited space and capabilities mean you toss anything that isn’t essential. While these elements don’t exactly sing in the Genesis Shining Force games, they allow for more character and narrative development, which are sorely lacking here. More importantly, those elements provide you with some downtime. Since Shining Force CD is nothing but battles, the pacing starts fast and never lets up, which can honestly be a bit much by the time you reach the end of each Gaiden game.

Shining Force Gaiden is a sequel to the original Shining Force—an unnecessary narrative tie-in. Gaiden takes place twenty years after the original game’s ending and sees Anri as queen of Guardiana. Woldol, an ambassador from the Cypress Kingdom who definitely isn’t evil (his henchmen kill Anri’s guards, but she’s cool with it), gives Anri a box of knockout gas, putting her into a deep sleep.

Some of the original game’s characters band together to hunt Woldol down, but they fail. So, their kids, including the new leader of the Shining Force, who literally drops out of nowhere, band together to save their parents and the kingdom. It’s wacky, but our plucky brigade eventually manages to vanquish Woldol, who, unsurprisingly, isn’t the real antagonist, which sets up The Sword of Hajya’s plot.

Warderer, the villain of Book 2, sacrifices a king to his evil god.
If you think the Warderer is gross and off-putting now, just wait.

Shining Force CD Book 2: Shining Force: The Sword of Hajya

The Sword of Hajya is narratively the better of the two because Shining Force Gaiden acts as world-building for it. It starts immediately after its predecessor ends and begins with a human sacrifice and a ton of scheming. It sets the stakes high because you know you cannot stop your party from falling into a trap. Much like Gaiden, though, all the plot “revelations” occur at the end, and it awkwardly tries to shoehorn in a love story about two minutes before the credits roll.

A closer look at Shining Force Gaiden and The Sword of Hajya’s narratives adds credence to my suspicion that SEGA just wanted portable Shining Force and nothing more. Both games’ narrative structures resemble each other and Shining Force’s. In fact, they follow the original almost beat for beat. There are the predictable plot twists, the antagonist using someone as a puppet and summoning something evil, ridiculous coincidences, and a good old-fashioned deus ex machina, too.

Tying Gaiden and Hajya’s narratives to the original Shining Force is a liability. It adds nothing to the series’ narrative canon, and the connection prevents the two from having a unique setting—the first game already established the world, so the narrative can’t drift too far from its origins. Shining Force CD also ditches the original’s sci-fi elements and opts for straightforward fantasy, unfortunately.

I don’t expect groundbreaking storytelling from thirty-year-old games. But I’ve experienced this story before, and maybe Camelot could have tried a little harder to zhuzh it up, especially when they ported it for Shining Force CD. From what I can tell, all the dialogue, scenes, and narrative arcs are directly carried over from the original; however, I love how the bosses scream “Ahh!” and then explode. Everyone is constantly exploding in Shining Force!

As I mentioned, Shining Force CD plays exactly like the previous Shining Force games; however, minor differences keep things interesting. A possessed ship in The Sword of Hajya shanghais half your party—can’t say I expected that. A few levels have floors that break or other environmental hazards. Some enemy attacks, particularly the bosses’ AoE attacks, can quickly devastate your party. Having fewer characters in each game can also force you to use classes or characters you might not otherwise use if your chosen characters’ growths don’t pan out.

The mage Natasha's stats are shown.
Egress is useful for grinding and emergency exits.

Shining Force CD: Books 3 & 4

Shining Force CD shines in Book 3, though. Taking place a few months after the conclusion of The Sword of Hajya, it only consists of six levels, but they pack a punch. Each has a different gimmick, such as zombie reinforcements bursting from the ground or ninjas appearing out of thin air. I wish such mechanics had been added to the Gaiden games, because they revitalize the standard Shining Force experience. It also has a decent plot twist that caught me off guard.

Book 4…whew. Book 4 has a simple narrative framing: the Shining Force visits a museum packed with sculptures of all the bosses in Books 1–3, and, wouldn’t you know it, they all come to life. Even on the easiest difficulty, I still had to use save states to manipulate my way through it. It is the most challenging battle I’ve played in the series thus far. The cutesy ending is not worth the effort, either.

Also, I don’t recommend marathoning Shining Force CD like I did for this review. I adore Shining Force—the original is a top-tier game for me—and while I appreciate all the content that SFCD contains, it’s a lot of content! Playing these games back to back to back to back was too much. I had to take breaks midway through Sword of Hajya and Book 3, which wasn’t ideal, and Book 4 was not for me, although I powered through it.

While the Gaiden games get quite a glow-up in their transition to the SEGA CD, it’s less impressive compared to Shining Force II, which SEGA released about a year earlier. I wouldn’t be surprised if SFCD is running a modified version of SFII’s engine but with a little more oomph. The environments and in-battle graphics look smoother, the characters have a few more frames of animation, and the spells are bigger and flashier. It’s the best Shining Force has ever looked, but I wouldn’t call it an essential upgrade either.

That said, Shining Force CD’s soundtrack is mostly orchestrated, a remarkable improvement over the originals. Composer Motoaki Takenouchi’s soundtrack, which is classic Shining Force fare (rousing battle, peaceful camp, and menacing end-game themes), returns in full force. Most sound effects, such as explosions, slashes, and punches, are more forceful. Surprisingly, some of the songs and sound effects are borrowed from Shining Force II, and it’s jarring when SFCD switches between beep-boops and orchestration. I’m unsure why they didn’t fully commit to overhauling Shining Force CD’s aural presentation, but what is here is excellent.

Shining Force CD battle of Luke taking 6 points of damage from a goblin.
Sword-wielding Goblins are the least of your worries.

Shining Force CD also lets you import your save data between games (SFG -> SoH -> Book 3 -> Book 4). How much of an impact does this have? I’m honestly not sure. I can say for certain that my favorites were more powerful than the new characters, but I’m unable to quantify to what degree.

Because it’s on the SEGA CD, Shining Force CD also has several FMVs—well…they’re more like images with a tiny amount of animation. They’re also narrated by what sounds like an exhausted father who doesn’t want to read this story to his kids again. They add nothing to the experience.

I have one final suspicion about Shining Force CD—much like SEGA may have wanted portable Shining Force by any means, I think they also wanted Shining Force on the SEGA CD, and this was the easiest way to accomplish that. Perhaps they thought it would help keep the console alive until the Saturn arrived a few months later. The SEGA CD didn’t last much longer after SFCD’s release, though…

Shining Force CD is excellent by virtue of its lineage. The Gaiden games follow so closely in the original’s footsteps that they can’t be anything but great; however, I couldn’t shake the feeling of déjà vu caused by that connection. SFCD is easy to recommend to fans of the series and SRPGs—but know there’s a chance you’ve played it before, even if you haven’t.

  • Graphics: 80
  • Sound: 90
  • Gameplay: 80
  • Control: 90
  • Story: 70
82
Overall Score
(not an average)

About our grading scale

Review by · August 9, 2025 · 12:00 pm

Bravely Default: Flying Fairy HD Remaster comes over 12 years since the publication of the original iteration. Bravely Default itself is something of a touchstone for the JRPG community, frequently working its way into conversations surrounding the genre. Despite this, I never quite got around to engaging with the series. The release of a fresh new version provides us Bravely laggards with the ideal excuse to try it out for the first time. As a Switch 2 exclusive, it also helps to pad out a roster of launch day titles that cater to our collective tastes. Does it justify its position in that lineup?

Bravely Default wears its heritage proudly as a descendant of the Final Fantasy series, initially starting life as a sequel to Final Fantasy: The 4 Heroes of Light on the DS. Having recently played the Final Fantasy Pixel Remasters, the resemblances stood out like a Chocobo at a chicken farm. However, whilst the early Final Fantasy games are the product of their time, with basic stories and simplistic mechanics, Bravely Default steps forward, grabs hold of the primal Final Fantasy DNA and merges it with a strand of dark magic that the finest Black Mage would be proud of.

Encounter screen with characters facing monsters in Bravely Default: Flying Fairy HD Remaster.
Decisions, decisions. You’ll be making a lot of them.

No more so is that thread of jet found than in the plot. Bravely starts with the advent of a cataclysm that rocks the world of Luxendarc, as a chasm opens in the centre of that world, swallowing up the village of Norende, from which our protagonist Tiz hails. During this event, Tiz fails to save his brother, a narrative moment that isn’t the last time Bravely shocks with its willingness to take surprisingly brutal turns. Soon after this, Tiz meets the vestal (a kind of priestess) Agnes, who has set out on a mission to cleanse and reawaken the four crystals, which have been plunged into shadow, taking the stability of the world with them. Airy the Fairy, who becomes a constant presence, accompanies Agnes, urging them on to the completion of their task. The Eternian army, followers of the “anitcrystalism” movement, stand diametrically opposed to the party and Agnes’ goals. During these struggles, Tiz and Agnes collect more companions, including the rebellious Eternian soldier Edea and the louche lothario Ringabel.

This narrative framework underpins what is, at its core, a game in love with turn-based gameplay systems and the innovations that Bravely brings to them. The central conceit is in the title: instead of the usual one-at-a-time slapping contest often presented to us by the genre, you can opt to Brave or Default. Choosing to Brave allows you to take an extra turn, whilst selecting Default banks a turn and simultaneously bolsters your defence. You need to take care, though, as it is possible to go into debt on your turns, leaving your character open to all sorts of malfeasance from your opponents. This deceptively simple system is an absolute revelation for people like me who have played more turn-based JRPGs than Ringabel has chased unfortunate women. At first, it might seem obvious that the best way to proceed is to Default up to the maximum three turns and then unleash your righteous fury, as the JRPG gods intended. Although this strategy often works, doing so can land you in hot water in some scenarios. Significant fights require more from you, making you choose between the benefits of a cautious approach or risking it all to get in first and reduce the enemy’s damage-dealing potential.

As important as this system is, it would not be nearly as successful were it not accompanied by one of the best job class systems I have encountered, in terms of range and implementation. At the start of the game, the only job class available is Freelancer, a kind of jack-of-all-trades grab bag role. Soon, though, Bravely sets you at odds with a miscellaneous bunch of villains and antagonists, each of whom shows unique abilities. In an excellent twist, beating these “asterisk” holders gains you their job classes, which allows you to learn their abilities (and gift your team with snazzy outfits) through levelling up the jobs. You come across some of these jobs naturally through progression, although others are locked behind side-quests. This is a case when you will want to step off the beaten path, as acquiring jobs not only increases your options and can ease your way through tough battles, it also opens the world up, deepening the backstory of key figures and making the main narrative beats that much more impactful.

The protagonists wait in the throne room of a king in Bravely Default: Flying Fairy HD Remaster. He says that he will leave the matter of the horrible chasm to them.
Typical, leave the hard work to the plebs.

Now, I’m someone whose main drive to play RPGs comes from my love of story and characters, with the actual game elements often taking a backseat in my preferences. I can forgive some shoddy design choices if you managed to rip my heart out at the mid-point. This makes it all the more surprising how effectively this job system captured me. Jobs range from the familiar, such as Black Mage and White Mage, to more unusual choices such as Salve Maker and Spell Fencer. Despite the vast array of abilities available, it is always easy to understand how each works. Each character can select a main job and a secondary one, adding layers of customisation that are a joy to experiment with.

Despite the breadth of options available, Bravely Default can still be very hard. This is definitely not the game to use when attempting to convince your CoD-loving pal to take a walk on the wild side with the turn-based crowd. If you pick Bravely up hoping for a nice, relaxed time (and perhaps a fishing mini game), you will be sorely disappointed. Saunter in unprepared to a boss fight and Bravely will fry you like a monster scorched by a Firaga spell. Get used to hearing the game over music, because you will, a lot. The game has a rhythm; you test out the encounters, discover patterns and weaknesses, die horribly, then improve your game plan and go in for another attempt. What’s more, you will do a lot of grinding, making Bravely’s extensive and adaptable auto-battle systems and adjustable encounter rate essential, rather than merely convenient.

I hinted earlier that the plot of Bravely Default is surprisingly good for something so gameplay-focused. Indeed, events frequently move in unexpected directions. Whilst you shouldn’t expect a modest tale to match the best the genre has to offer, it does have a wonderful, untamed feel to it, another benefit of harking back to earlier days. The character designs have notable contributions from Akihiko Yoshida, whose credits include extensive work for Square/Square Enix, such as Final Fantasy Tactics and Nier: Automata. The distinctive super-deformed style, likely created at least in part to account for the limitations of its original platform on the 3DS, is divisive, but stands on par with the most iconic of Yoshida’s creations.

I must also mention the soundtrack by composer Revo and his musical project Linked Horizon. You may be familiar with Revo from the incomparable work he did on the anime series Attack on Titan, which is on frequent repeat play in my house. In Bravely Default, he shows an even greater range; the themes that play when a character activates a special move are the culmination of this diversity. Each piece of music has a specific length and if you trigger another before it ends, you keep the accompanying stat bonuses going. These music pieces perfectly reflect the team’s personalities, such as Agnes’ track “Where the Wind Blows,” which gives off an air of mystical hope, or Ringabel’s “Romantic Vagrant,” with its continental sounding accordion melody, quite suitable for the adventurous Casanova.

Bravely Default has so much going for it that it might have made it into the upper echelons of my favourite JRPGs of all time. The fact that it didn’t comes down to one major issue. For half of the game, you explore the land of Luxendarc, visiting memorable locales like the flowering town of Florem and the floating city Grandship, and meeting memorable characters. Then something happens which changes the structure of the game into one of constant, mind-numbing repetition.

Charitably, one might suggest they do this to encourage full engagement with the mechanics and the job system. There is also strong thematic and narrative reasoning behind the move. For me, though, that’s just not enough. Bravely Default forced me to endure the same content repeatedly over tens of hours, souring the experience for me. The end content, featuring some beautiful moments tied into the game’s communal aspects, somewhat redeems it, but the extensive asset reuse is pretty unforgivable.

Coastal landscape with a city built on the cliffs in Bravely Default: Flying Fairy HD Remaster.
An example of Bravely’s excellent environmental design.

If you want to play Bravely Default, the HD remaster is the way to do it. The dreamlike, painterly locales are stunningly depicted in the new, widescreen format, taking full advantage of the Switch 2’s HDR capabilities. If you let your character idle for a moment, the camera pulls back to reveal your surroundings, which are a pleasure to take in. The crisp definition of the cleaned-up graphics is welcome, too. There are also two new minigames: “Luxencheer Rhythm Catch,” a dancing game, and “Ringabel’s Panic Cruise,” where you pilot an airship. Both use the new mouse functionality of the Switch 2 controllers, and are fun, if extremely gimmicky and utterly superfluous.

Bravely Default: Flying Fairy HD Remaster provides a definitive way to experience an excellent JRPG from yesteryear. Flawed though it is, I would still recommend it as a truly unique experiment, blending classic vibes with an innovative spirit that earns it the right to be revisited in this more polished form over a decade after its original release.

  • Graphics: 81
  • Sound: 87
  • Gameplay: 92
  • Control: 85
  • Story: 81
82
Overall Score
(not an average)

About our grading scale

Review by · August 7, 2025 · 12:01 am

Editor’s Note: This review contains spoilers for the base game of Chained Echoes.

Chained Echoes felt like a game creator Matthias Linda needed to make. Without a doubt, Linda knows and loves the classics, but Chained Echoes’ cohesion and vision make it stand out from the “retro-inspired” pack. It juggles tons of systems to create a fresh, tight, near-perfectly calibrated gameplay experience that rewards exploration and experimentation all the way to the end of the game. It has a story that, while sometimes clumsy, has something big, important, and personal to say. Chained Echoes feels urgent, feels whole, and it’s special.

Ashes of Elrant, Chained Echoes’ new DLC, doesn’t grab me by the throat and shake me like the base game. To be clear, much of what I love about Chained Echoes is still here—it’s still a lot of fun—but the gameplay adjustments make the systems fit together a little more awkwardly, and the story lacks the philosophical and emotional weight of the base game.

This isn’t to say that Linda doesn’t dip into some big ideas narratively, but since Ashes of Elrant takes place right before the final dungeon with the same party, there are only so many places the story can go. A group of scientists approachs the Crimson Wings to help clear out the remnants of Fredrick’s loyalists in a small town. The party soon learns this is a trap and is sucked into another space and time. Lenne quickly realizes that this is Elrant, an ancient city that began the fight against the Harbinger and where she began her journey many lifetimes ago. The party tries to find and discuss the situation with the mysterious leader of Elrant, the “White Wolf,” and discovers not all is as it seems along the way.

Screenshot of Chained Echoes: Ashes of Elrant, one of the RPGs coming this week of four mechs fighting a large pink animal on a cliff.
Sky Armor combat makes a return!

It’s hard to say anything beyond that without spoilers, but as you can tell, the story has potential. Elrant is ripe for exploring Linda’s philosophy. But like much of Ashes of Elrant, the narrative feels like a collection of good but half-baked ideas. The villains could be interesting, but all we get is evil cackling. The people of Elrant struggle, with good reason, but outside of a single solid side quest, they’re mostly treated like an odd collection of gags. 

Linda wants to focus more on the characters and humor this time around, but the stilted writing (Chained Echoes‘ key weakness) becomes even more of a sore spot. Interestingly, the “White Wolf” is easily the best character Linda has written, and the NPCs around Elrant are often quite amusing, but it’s not enough. Ultimately, none of this would bother me much if it were a quick three-to-four hour side quest, but it takes twice that long, even if you’re beelining Ashes of Elrant, and it falls a little flat.

Of course, I didn’t storm through Ashes of Elrant; only a monster could do that. While I am a big fan of Chained Echoes‘ story, what I truly loved was filling out that sweet, sweet Reward Board by poking around every corner and tinkering with my combat builds. Luckily, you get a brand new Reward Board with multiple full areas to explore. And these new zones are interconnected in clever ways and absurdly packed with secrets, puzzles, and superbosses. You can even find new “Power Pools” to increase your stats, sort of like Scadutree Fragments in Elden Ring: Shadow of the Erdtree. Honestly, exploration is one way Ashes of Elrant is even better than the base game, and the satisfaction of finding that last item to fill out that spot on my reward board is unlikely to be matched in 2025.

A screenshot of a fountain with a lionhead on it close to a river in town in Chained Echoes Ashes of Elrant. A mysterious person asks "Do you wish to acquire the power?"
Uh, yes, yes I do.

Even with the Reward Board, some cracks start to show. You still get rewards, but they’re not nearly as useful as in the base game—you can purchase almost any crafting material in a shop long before you unlock it on the board. The other currency you get from each unlock is “PP,” which is a new party-wide currency that lets you power up the party by unlocking fishing, increasing a party member’s stats, or even widening the green section of the Overdrive bar in combat. I ended up with more than twice as many points as I needed to unlock every skill, but some of the “rewards” took some strategy out of the game. Starting out a fight in Overdrive makes the bar far less interesting to manage, and other rewards make Sky Armor combat a total joke, even against superbosses. The adjustments are fine on paper, but Linda needed to overhaul some of his systems to compensate for less friction in combat, and he doesn’t, so it’s not as tight or satisfying.

Other changes in Ashes of Elrant range from the inoffensive to the maddening. As an avowed hater of all things angling in video games, the new fishing minigame is fine. The crystal system is significantly simplified from the base game. Now, you only get one power level, removing some of the grind for materials, which is nice, but there’s a little less build variety. 

The absolute worst adjustment, though, is to Class Emblems. I always looked forward to the challenging minibosses and the absolutely rocking track that accompanied those fights. This time? You have to do a terrible timed digging minigame that involves sonar (I think? It never worked for me) or, if you’re like me, digging randomly around in a circle. Depending on the RNG, it can take almost 20 minutes to find that Emblem. The fact that they’re much more powerful than any base game Emblems means you need to put on your excavation hat, tedium be damned. 

A screenshot of a battle in volcano with lava on both side of the party in Chained Echoes Ashes of Elrant
Things still…heat up in battle. Heh. Get it?

It all adds up to an odd, slightly askew collection of gameplay systems. Consequently, it feels like Linda didn’t know exactly how to make some things work, how to recapture that beautiful sense of progression that was so carefully calibrated in the base game. Instead, we get a collection of disparate solutions to problems that cropped up during development that ultimately seem a bit haphazard. 

Chained Echoes felt like an obsession, a product of many, many years of careful labor and planning. Ashes of Elrant feels like a set of solutions to problems. It comes across as something Linda wanted to make, but didn’t have to make. After spending 18 hours uncovering every little secret and poking around in every corner, some of the sloppiness wore on me. 

Don’t get me wrong: there’s still more than enough of the base game’s DNA here to have a great time. Exploration is still a blast, it still looks good, and it sounds incredible, accompanied by some beautiful new tracks from composer Eddie Marianukroh that fit right into the already stellar OST. But, like the new Reward Board, Chained Echoes: Ashes of Elrant looks the same and often feels the same, but the payoff just isn’t as strong.

  • Graphics: 80
  • Sound: 90
  • Gameplay: 80
  • Control: 95
  • Story: 70
80
Overall Score
(not an average)

About our grading scale

Review by · August 5, 2025 · 3:00 pm

Once bitten, twice shy is a sentiment that can easily apply to video games, especially when those games involve vampires and extremely depressing time loops. It can be a struggle even to keep going after that first bite, a description fitting for otome visual novel The Red Bell’s Lament. This VN weaves a compelling and layered tale, expertly building upon itself until reaching its satisfactory conclusion. However, reaching its finale is an exercise in patience during the early stages, making playing The Red Bell’s Lament often feel like a chore.

The plot centers around a fantasy realm where humans suffer from horrific vampiric attacks for as long as most can remember. As a child, protagonist Juliet Rose survived one such attack, resulting in the devastating loss of her older brother and a burning desire for vengeance against all vampires. To that end, she becomes a vampire hunter, eventually earning the elite “Elpis” moniker, denoting hunters who have claimed the lives of one or more of the highest vampire class. Juliet receives a summons to the royal capital alongside the other esteemed Elpis members, tasked with a dangerous mission to travel to the world of vampires to rescue the kidnapped prince. As the mission becomes far more deadly and complicated than any of them could imagine, can the Elpis’ eight members survive the ordeals ahead while Juliet participates in a high-stakes game to determine the fate of humanity and vampires?

Ciaran, Asher, and Garrett show off their vampire hunter duds in The Red Bell's Lament.
The team begins to assemble!

Saying more about the game’s plot would delve into the murky waters of spoilers. I don’t want to give too much away since much of its narrative goes in shocking directions from what one initially expects. Yes, on the surface, the story is essentially about humans versus vampires, but it becomes so much more than that the further you go. There are plot twists aplenty to keep you guessing, and even details that seem inconsequential or superfluous at first glance have more profound meaning. In regards to the plot, The Red Bell’s Lament certainly delivers.

I find the lack of a content/trigger warning a weak point, though. The Red Bell’s Lament features some disturbing, shocking, and depressing plot points. Time loops occur frequently, which is understandable given that so many of the “story arcs” in the game feature things like suicide, cannibalism, and brutal depictions of deaths such as crucifixions. You must see a lot of pain and heartache before the narrative gels and a potentially hopeful point emerges. Understandably, that kind of storytelling isn’t for everyone, and I found playing the earlier and middle stages emotionally draining, given the routes’ upsetting natures. This sense of doom and gloom nearly overstays its welcome, so I’d recommend pacing yourself accordingly if you choose to play. What ultimately emerges from the blood and ashes is an engaging tale, but not everyone will have the heart or stomach to reach it.

The Red Bell’s Lament is essentially a traditional visual novel, where you-as-Juliet advance through dialogue and text until a decision point where your choice impacts how things play out in the following scene. Throughout the various time loops, there’s also an affection meter tracker for the four love interests based on your responses: blunt and taciturn Ciaran, dutiful knight Garrett, cheerful childhood friend Asher, and proud noble vampire Rhodes. However, what makes The Red Bell’s Lament different from most otome titles is that you’re essentially on a common route throughout the various time loops.

Only after the common route/main story “epilogue” and seeing the end credits do you even get access to the love interest endings. It makes the story’s romance angle feel weirdly incorporated, especially since the three love interest routes are short kinetic VN story scenes once you reach them. It is a shame, given how the love interest characters are decently written and fleshed out. Given the focus on the fantasy narrative over the romance, several supporting characters stand out even more than the main roster. Fellow Elpis member and history aficionado Nicola is probably my favorite character of the cast, alongside the enigmatic vampire siblings Oleander and Lynaria.

Eileen, Nicola, and Jack uncover an unpleasant truth in The Red Bell's Lament.
The supporting characters are often the standouts of the cast.

To break up the traditional VN segments, The Red Bell’s Lament provides gameplay “missions” for Juliet to participate in. These segments resemble a board game where you move Juliet to various stage points in a limited number of turns. Not figuring out the “correct” route to reach the finish line can lead to optional bad ends. These missions are tedious affairs that don’t add much to the experience and can instead lead to frustration if you find yourself on the wrong path. I would’ve preferred the game not even bother with them, as they add little to the overall experience.

The game’s character and CG illustration art are probably its strongest assets. The more important characters have nice designs and expressive art, though unfortunately, most tertiary characters lack any type of portrait, even if they’re important enough to have names. The backgrounds are overly simplistic and have even been the source of debate and controversy over possible AI use. I don’t know enough about discerning AI use in art to weigh in, but I feel like the backgrounds don’t stand out compared to the character art and CGs. The UI is decent enough, though sometimes a character’s name won’t appear over their dialogue when every other named character has theirs in the same scene. Also, even if you opt to change Juliet’s name, the game refers to her as such constantly, breaking player immersion.

Rhodes readies his rapier to attack in The Red Bell's Lament.
Rhodes is one of the more fascinating love interests.

The script work has noticeable typographical and grammatical errors, and some words used in the translation are simply odd from an English-language perspective. For example, the word “paramour” appears frequently throughout the localization, even when other descriptors would come across as more natural. There was at least one notable instance where, at a player choice, both dialogue options were blank. The Japanese voice acting is quite good overall, though it took some time for Ciaran’s voice actor, Takuya Eguchi, to grow on me because he sounds much older than the character’s appearance. However, the reasoning behind that casting becomes apparent once the game delves into his personal story and emotional range. I enjoyed the music, especially the opening and ending themes, and the BGMs are good despite being limited. Sound effects also fit what was happening in a given scene rather well.

The Red Bell’s Lament is an odd otome in that the romance isn’t the main focal point of the game and arguably feels like an afterthought in some respects. However, the little romance there is works effectively. The main plot is compelling and thoughtful, but reaching the point where it comes together takes quite a bit of perseverance. Add in a wholly unnecessary gameplay gimmick in the form of “gameboard” missions, and it’ll take an exceedingly patient otome VN fan to appreciate the title’s apparent strengths. I enjoyed The Red Bell’s Lament when I reached its conclusion, but I also found it a struggle to continue playing after that initial bite.

  • Graphics: 78
  • Sound: 80
  • Gameplay: 75
  • Control: 79
  • Story: 80
78
Overall Score
(not an average)

About our grading scale

Review by · August 2, 2025 · 12:00 pm

On the Nintendo 64, a mighty system nonetheless nearly bereft of RPGs, there stands one that strives to be as sweeping, sprawling, and important as any of its greatest peers on PlayStation and Saturn. Without the seemingly unlimited capacity offered by the CD-ROM format, how could a game fulfill ambitions such as these? Without voice acting, Red Book audio, or opulent CGI cutscenes, how could a game on a cartridge properly convey similar grandeur? Ogre Battle 64: Person of Lordly Caliber seemingly has everything stacked against it in these regards and more. Aside from having to fit on a measly 320 megabit Nintendo 64 cartridge, it is the sequel to renowned SNES real-time tactical RPG Ogre Battle: March of the Black Queen, directed and designed by none other than the luminary Yasumi Matsuno, who did not return to direct Person of Lordly Caliber. Thus disadvantaged, how could Person of Lordly Caliber live up to its predecessor, let alone the compact disc-fueled contemporary appetite for production value in role-playing games?

Apparently, these disadvantages were understood, as the plot for Person of Lordly Caliber picks its battles, so to speak. It delivers its narrative in the game engine rather than hefty FMV cutscenes, and it relies purely on text, not voice acting. Thankfully, this text is succinct and does not bog down the story, which focuses primarily on class politics and power dynamics. It thus attempts a plot that is more grounded, mostly avoiding world-saving goals or grandiose supernatural threats. The extent to which the supernatural is involved in this plot mostly has to do with battlefield tactics (especially in a fascinating arc with a general who is disgraced after summoning monsters to fight alongside his forces, only to immediately lose control of them upon which they attacked his soldiers), or as a stand-in for seduction and manipulation of officials of the state. It’s a refreshing story in an environment of games whose tales tend to crescendo with a godlike monster conducting a cosmic siege on the universe and time itself. Those climaxes are fun enough, but Ogre Battle 64 strives to allow the player to relate to its tale on a more familiar level.

A white-haired character talks with his back turned to a woman in a green dress, set in a fancy garden.
Dude, you’re so right.

Person of Lordly Caliber takes place in Palatinus, a mineral-rich mining footstool for the Holy Lodis Empire. Naturally, the theme of class conflict flourishes in this type of setting. The citizens are downtrodden, the miners are abused, and the economic mismanagement of the occupying state has left the people adrift. Frustrations boil over, allowing a rebellion to sprout among the laborers. Magnus, a recent graduate of the Ischka Military Academy finds himself defending the interests of the Holy Lodis Empire against the evil rebels. I think you can guess where it goes from there. Despite its twists being somewhat telegraphed (Magnus and his crew soon join the rebels, of course), the plot surprises with its topics how it deals with them. Also surprising is how it sensitively handles matters of corruption, realpolitik, and revolt theory, particularly how messy coalitions can get when disagreements in methods or degrees arise.

One of my favorite sequences involves a heated debate between an experienced officer and the intellectual revolutionary leader about how best to liberate and recruit an ethnic minority group who were enslaved and pressed into service to fight the rebels. It’s a very sensitive topic that the game handles with startling deftness, and the respect the two men have for each other amid their disagreement is effectively communicated. That’s not to say it’s perfect. This very same sequence represents a big missed opportunity in light of revelations later on. Still, Ogre Battle 64 succeeds more often than it fails in its writing and story. It even intertwines the story with gameplay beautifully. Occasionally, the way you play the game can have an impact beyond the battle, as with one scenario in which you can achieve victory in an unexpected way that nevertheless will make sense to many players.

So what about the gameplay aside from how it affects the story? Ogre Battle 64‘s unique battle system, like that of its predecessor, twists typical elements of real-time strategy games. You order units around a map to engage enemies and occupy towns and forts. These units are made up of various characters embodying different soldier classes. You can arrange each unit’s characters in a 3×3 grid, and, naturally, different character classes perform differently depending on their placement in the grid. Frontline types are more effective in the front, support types more effective in the back, and more advanced classes can be useful in different positions in the formation, offering different actions or effects depending on said position.

A player party fights an enemy team of a knight, wizard, and two-headed dog on a dirt road.
Battle formations matter a lot.

When opposing units meet, a short battle sequence plays out automatically, though the player can issue one of a few broad orders during the battle. These are fast-paced and dynamic battles in which evasion, block, and critical hit rates are higher than in other, similar RPGs, so the outcomes can be less predictable. After each character performs their allotted number of actions, the battle ends. The side who wins is the one who dealt the most damage. Even if the losing unit doesn’t lose any soldiers, they are pushed back on the map, ceding to their assailants and allowing the victorious team to gain precious ground or occupy the town that was being defended.

The real-time nature of the encounters, combined with the dynamic way units get pushed around, often leads to very dynamic situations. For the most part, this game is not difficult, but I have been careless with a unit before, allowing it to get surrounded and essentially ping-ponged around, suffering clashes in which my back line was exposed and my frontline helpless. Improperly arrayed, you can get yourself into trouble if you’re not careful. Of course, you can set up the same predicament for your enemies as well.

Another of the many wrinkles and systems in Ogre Battle 64 is the alignment system. Each character is offered an alignment rating which is affected by certain factors including their conduct on the battlefield. A lawfully aligned unit chasing a leaderless and shaken unit down over and over until they slowly annihilate them will suffer a lowering of their alignment, attacking a stronger or highly chaotic unit will raise alignment, and so on. This introduces a fascinating push-and-pull between strengthening your characters through experience and managing their alignment, which not only can affect the ending you get but also the classes you have access to. Additionally, each settlement you can occupy in Ogre Battle 64 has its own alignment rating. Capturing the town or fort with a similarly-aligned unit will lead to a “liberation” instead of a “capture.” 

It’s appreciable how moral values are not always assigned to these alignment ratings. Chaotic doesn’t have to mean “evil,” and lawful doesn’t have to mean “good.” For the most part, occupying settlements with similarly aligned units is one of the factors that leads to a positive ending, not the alignments of the player units themselves. It is a rough yet effective simulation of a hearts-and-minds campaign that takes place during a revolution and is a slight yet thoughtful nod to the diversity that exists in a nation and the pains a movement must take to create an effective coalition of varying desires and peoples for the ultimate greater good. Unless, of course, you capture towns with misaligned units and choose to go the “revolutionary dictator” route.

A blonde-haired man debates another man on ideals in a shadowy castle room.
Discussing approaches.

In this, we see a foundational way that the moment-to-moment decisions a player makes during normal gameplay can affect the overall story. Ogre Battle 64 still displays one of the most elegant systems seen to date for this manner of dynamic story. The ending’s alignment-based variability, paired with the more choose-your-own-adventure moments that happen a few times during the story, makes this plot not only grounded, relatable, and relatively intelligent, but also reactive to the player in impressive ways.

When playing Person of Lordly Caliber, the graphics and music don’t spring to mind as anything particularly noteworthy. It’s attractive enough, with the pre-rendered sprites that are distinctive and colorful against the handsome environments in the background. The real-time strategy maps are very basic-looking, but clearly communicate the terrain you operate on. The music is good in that way where you wouldn’t really notice it while playing, but it sets the mood and fills in the gaps between the person sitting in front of the TV and the story playing out on it.

Across the internet, you can find people who state that Ogre Battle 64: Person of Lordly Caliber was their introduction to explicitly political themes in video games, or even to class politics in general. Considering the limitations of the Nintendo 64, the fact that it could make any sort of impact concerning such topics is an accomplishment. Long celebrated as a good RPG on a system with scant few, Ogre Battle 64, in uniqueness and depth of gameplay as well as the groundedness and riveting quality of the story, stands as one of the pinnacles of the genre across its entire console generation. Despite its age, it is a fun, deep, and thought-provoking work.

  • Graphics: 70
  • Sound: 70
  • Gameplay: 90
  • Control: 85
  • Story: 95
90
Overall Score
(not an average)

About our grading scale

Review by · August 1, 2025 · 8:00 am

Like greasy rain running down the window of a mega-city ‘scraper, caught in the illuminated neon hues of blocks-wide advertisement billboards, Neon Hearts City settles comfortably into a cyberpunk setting inspired by Dick, Pondsmith, and Gibson, with a healthy dose of LucasArts point-and-click adventures for good measure. The story is short, and the puzzles won’t test your intelligence (or patience) greatly, but the earnest sense of setting and evocative soundtrack do enough to tempt you into this futureworld mystery and see it through to its conclusion.

Neon Hearts City‘s set-up begins with a missing person case, with Elijah Crow (PI) taking the job to locate a young woman. This being a cyberpunk dystopia, Elijah soon discovers deeper connections between his missing person and the local android underground, the Ravens, as well as her involvement in the wider government’s monitoring of its citizens’ thoughts. Throughout the plot, the narrative roots itself in just about every cyberpunk and noir trope imaginable. Downbeat detective? Standoffish femme in distress? Dinky ramen hole-in-the wall? It’s exactly what you’d imagine it to be.

As the initial missing persons case develops, the story never veers too far from its personal focus and doesn’t explore the deeper concerns of Neon Hearts City. There are a few teasers of something greater lurking behind the setting: passing references to a Dark War, the existence of cyborg Chimeras, as well as a notorious prison housed in a giant, static airliner high above the city. But these glimpses are only that; nothing is expanded on, and the story only fleetingly mentions them. It would have been a real treat to explore Roark, this floating penitentiary, or actually set foot inside the high-security laboratories of Berwyn Tower, rather than just spend a single scene on its docks.

Hitting the noodle joint with Elijah about to explore hotspots.
The game is awash in familiar cyberpunk tropes. How many can you spot?!

Like the best noir, Elijah is prone to poetic narration of the world through the lens of his despondent personal life, and this is done often enough on entry to a new location to become a key calling card of the themes of the game. These moments are not badly written, but further script development, or at least another few editing passes, would have trimmed some of the more egregious melodrama. The story also suffers from running out of steam towards the end, where it struggles to provide a decent payoff to the themes set up throughout the story.

Nevertheless, the tale is scripted earnestly, and the addition of full voice-over in Neon Hearts City is a welcome surprise in a genre not usually known for it. The performances are solid, and Elijah is imbued with enough charming cynicism to make him an engaging narrator throughout, whilst the other actors play their parts with a similar earnestness. It’s an impressive commitment for a game of this scope, and continues to reinforce Cosmic Void’s approach to their latest games.

Graphically, the pixel artwork uses bright, contrasting colors and simplifies the number of pixels on each object. Assets are large, with individual scenes containing maybe a half-dozen hotspots. It does have the effect of each scene becoming even more of a superficial milieu than usual in this genre. Each location, whether it be the shore, the comic book shop, or the fish market, can be understood in moments, with key details and objects bleedingly obvious against the simplistic backdrops. There’s no need or reason to pixel-hunt here, and there aren’t any intrinsic little details or effects contained in the scenes to add to the world or lore.

Elijah explores the roof of a large high-rise looking for clues.
Hmm, I wonder which objects I can interact with here?

In every scene, the music vibes beautifully with the neon, dystopian backdrops. There’s little to raise a pulse or pound a retro rave into the skull, but there’s a bevy of slow synthwave progressions and electronic percussion sets to listen out for. Any one of them brings to mind some of the themes and feelings from seminal futurist soundtracks, even if they’re ultimately simple and short. There’s a respectable variety too, and credit to the developer, again, for committing to this level of detail.

Elijah moves around Neon Hearts City by selecting a destination from a cellphone icon, and additional locations become available as the plot progresses. The player controls interactions in the world through identifying hotspots in each scene. Unlike more frustrating examples, hotspots can be highlighted and cannot be missed. From these, Elijah will make observations about the world, or find an object or action he can take. These items are kept in his backpack inventory and can be selected (and combined) to try to interact with other hotspots or create new tools. The plot tries hard to set up a cohesive adventure and leave breadcrumbs in a logical manner. Yet some successes come from quite nonsensical combinations, or very nuanced environmental clues, where clicking frantically at hotspots or combining random items is the order of the day. To be fair, this is an issue known to most adventure games at some point, but Neon Heart City’s short length exacerbates the impact of some of the more confounding examples.

Cosmic Void mixes up the point-and-clicking with the addition of a few more varied puzzles. Some are simple riddles, requiring some basic wordplay or description, whilst a couple involve a graphical overlay for connecting circuits or for sliding panels over different areas in a marked grid. They add a little variety, but given how straightforward they are to complete, it feels more like a quick diversion from the story to add a little extra length and player agency. And it must be stressed Neon Hearts City firmly opts for narrative over player involvement.

Players can open the backpack inventory to select different objects and use them to interact with the world to solve puzzles.
When stuck, combine away and see what happens!

On the one hand, it’s hard to know whether Neon Hearts City is a genuine attempt to carve the developer’s voice onto themes of personal identity and memory, or whether elements of the plot and game systems are designed to be more of a celebration: a nod to the ubiquity of cyberpunk and the questions it asks of humanity. Certainly, it’s not an original tale, either in plot or systems, and it sometimes seems to deliberately home in on every possible trope it can throughout its 2-3 hour duration.

Neon Hearts City is a tightly-designed adventure noir, with well-written dialogue and surprisingly heartfelt voice-overs. However, it struggles to make its voice heard in the vast continuum of cyberpunk futurism, and its systems are too familiar and simple to add any unique complexity to offset this. For those with a love of the subgenre, the honest graphics, thoughtful soundtrack, and nostalgic plot will grant a few sweet hours in a different reality. In the end, although all these moments will be lost in time, like tears in rain, it might be worth a visit to the City. Just remember to bring your raincoat, ramen noodles, and a healthy dash of cynicism.

  • Graphics: 78
  • Sound: 85
  • Gameplay: 70
  • Control: 75
  • Story: 75
75
Overall Score
(not an average)

About our grading scale

Review by · July 29, 2025 · 3:00 pm

In many respects, otome visual novel Despera Drops is a tale of two VN subgenres. The first is more of a high-stakes mystery involving over-the-top heists and getaways, and the second is straight-up romance. It is within the intermingling of these two narrative presentations that the game falters, which is a shame, given that it has strong merits nonetheless.

Our tale begins in Europe during the summer of 2028, when a Japanese student studying abroad named Mika Amamine is falsely accused of murder and loaded onto a transport with six criminals whose crimes range from hacking to thievery to con-artistry to assault. Things get even more chaotic when a mysterious attack occurs and all seven become wanted fugitives from the law. With tensions amongst the vastly different group members always close to boiling over and constant arguments about how to proceed with their new lives on the run, can they ever hope to work together as a team to figure out why they were all brought together? And can Mika manage to clear her name despite muddying her morality while on the run?

The premise behind Despera Drops is pretty interesting, and I give the game credit for pulling you into Mika’s plight from the beginning, though there are some caveats regarding its storytelling presentation. The common route, the game’s main course, is quite lengthy and robust. That isn’t necessarily a bad thing, as the common route helps establish the seven main characters fairly well before the otome element is even realized, so you gain understanding and development for all the characters over its course. However, the common route’s meaty length makes the individual character routes, when they finally solidify, feel rushed and altogether too short by comparison. Further enforcing this sentiment, the common route introduces fascinating mystery components and secondary characters who often become ignored plot holes in the individual character routes because the game is trying to rush to a conclusion. It’s a pity, given that there’s a compelling mystery at the game’s core. By dedicating so much earlier time to it, it becomes odd that you only see fractions of resolutions in the endings themselves.

The six fugitives that Mika encounters in Despera Drops.
Sally has a whole lot of energy and enthusiasm even under the bleak circumstances the group finds itself in.

While I do enjoy the character writing and the cast’s eventual development overall, as even secondary characters such as hard-hitting journalist Rebecca Rosso or the two Europol agents in hot pursuit of Mika’s group are great characters, I question some of the romance angles for the main cast. Of the six potential love interests, I only liked the romantic stories of former police officer Gib and the brusque yet awkward Ash. Con artist Hamiel would’ve been a great secondary character, but his constant hating on Mika solely for being Japanese was off-putting even when the story explained his reasoning. His character development helps him overcome this hurdle, but it is a case of being too little, too late for his eventual romance. “Earth Warrior of Love” Camu was just too much in terms of his overly exuberant mannerisms for my tastes.

Similarly, I enjoyed the insight we get into the pickpocket Ramie and hacker Sally. Still, I found neither of their romance stories as compelling as Gib’s or Ash’s, as the writing doesn’t focus enough on Ramie’s obvious psychological issues on his route. Sally’s is disappointing due to the ultimate direction choice made for the character. For an otome game, having only two of the six romance routes being “standouts” is a letdown.

Ash and Mika encounter a pushy guy in Despera Drops.
Believe it or not, Ash is actually trying to help Mika out of a tricky situation here…he’s just really, really awkward at it.

That isn’t to say there aren’t other VN aspects that Despera Drops does surprisingly well, so much so that I wish some gameplay implementations it features would become universal for visual novels in general. The story map chart is robust and nicely segmented to help you pinpoint the scenes you want to jump to for replay purposes. You can also “jump” directly to the next decision point during a repeat playthrough instead of fast-forwarding through text strings and dialogue beforehand. In addition, you can immediately access the happy ending epilogues for each route in the “extra content” section of the title menu. I also enjoyed the original take on the word/dictionary feature in which characters discuss the words to give that section a little pizazz. 

In most otome VNs, you simply advance through the text until you reach a decision point that might affect the story’s direction thereafter. While that’s largely true for Despera Drops, you also have interactive segments called Mission Mode, where Mika’s phone connects to various security video feeds, and she has to give directions to her fellow fugitives on how to best proceed through the area without getting caught. Answering correctly during a segment helps raise her crime level stat, giving you more time on the mission mode meter to make future decisions while the plan is underway. It’s a nice break from the usual VN gameplay loop, and once you play through the common route, you can skip mission mode segments without penalty should you want to hurry through for replay purposes.

Mission Mode is underway in Despera Drops.
Mission Mode is a rather engaging interactive break from the typical VN gameplay.

Visually, Despera Drops is a good-looking VN. I like the character designs and how the UI’s overall “edgy” look fits the story’s mystery crime angle. Still, I found some of the ways the character models moved around onscreen to indicate action and different distances could sometimes be distracting. There are moments when a character’s description is a specific way in the text, such as them wearing a disguise or being supposedly visibly injured, that doesn’t appear in the artwork used. Hence, noticeable discrepancies exist between what’s shown and what’s said. I also found it odd that Mika doesn’t have any character artwork outside of the beautiful CG illustrations, especially with the other noticeable efforts the game makes to have her character stand out.

I like that Mika has a voice actress if you opt for it, as that helps her feel more like an actual character in the plot than a self-insert stand-in. She comes across as a bit weak-willed and naive in the game’s early portions, but truly comes into her own as Despera Drops continues. Her voice actress, Mika Okamoto, sells her character development nicely. I also love the voice direction for the rest of the cast, and the “heist” and “getaway” music tracks, in particular, are very catchy, along with the opening! The English localization of the script is also nicely done, with no noticeable typos.

Despera Drops isn’t the best otome VN out there by any stretch of the imagination. Still, it has some memorable moments and excellent gameplay gimmicks to help separate it from the crowd. If you pick up the game with expectations tempered, you’ll find some enjoyment along the way. Despera Drops is a heist with mixed results, but even if just barely, there are overall more positives in its favor.

  • Graphics: 82
  • Sound: 80
  • Gameplay: 84
  • Control: 85
  • Story: 75
81
Overall Score
(not an average)

About our grading scale

Review by · July 29, 2025 · 8:00 am

I came to Edens Zero completely fresh-faced, only knowing the source manga from glimpses of Weekly Shōnen Jump covers at 7-Eleven. Starting the game, the vibrant, fantastical, and goofy sci-fi setting immediately appealed to my longing for lighthearted adventure and seemed a perfect counterbalance to the constant dourness science fiction often falls into. Then, the game gave me control of its protagonist. My stomach dropped. I was mashing repetitive three-hit combos against lifeless squid-armed enemies who stood vacantly waiting for their turn to be punched. The map was one huge, empty rectangular prism after the next. Within minutes, I had a premonition that this mundane sub-Dynasty Warriors 3 beat ‘em up was all there would be for the next twenty to forty hours. I was not wrong.

Most people would know the mangaka Hiro Mashima from his hugely successful series Fairy Tail (2006–2017) and its anime adaptation. Edens Zero, Mashima’s more recent sci-fi/fantasy manga, ran about half the length, with thirty-three volumes published between 2018 and 2024—never as popular as its fantasy older sister, but by no means a slump. This game covers eleven and a half of those thirty-three volumes, which is enough to introduce players to the eclectic, boneheaded, and buxom main cast of humans and androids and to take players through a series of planetary story arcs. Fair warning to players: if you’re new like me, you should close your eyes when, in the opening minutes, the game chooses to flash through snippets of the entirety of its plot, half-teasing and half-spoiling everything. I’m truly baffled by this directorial decision, but at the time, I thought the game was simply skipping over nonessential story beats, given how plain and half-baked the snippets looked. In retrospect, those half-baked portions would turn out to be the whole game.

The battleship Edens Zero flying through space, its dark exterior against a dark background dotted with distant stars.
Gee, I hope the interior of the battleship Edens Zero is not vast and empty!

The gist is that Shiki, the sole human boy raised by machines on the planet Granbell, is pushed out into the broader universe by his malfunctioning machine friends when Granbell receives its first human visitor in one hundred years. Rebecca, a young, bubbly “B-Cuber” (an intergalactic wannabe content creator), takes Shiki from his planet, and the two embark on a universe-spanning adventure to make friends, make content, and search for the wish-granting Mother of the cosmos. Its conceit and vibe are very similar to the original Dragon Ball, and longtime shōnen manga/anime fans may become exhausted by how readily Edens Zero plays into the ugliest and easiest tropes in forty-plus years, namely over-reliance on dirty humour at the female cast’s expense and lazy story beats. (An endless universe to explore, and they limit themselves to a fighting tournament? Sigh.) I was charmed by the earnest positivity of the story, though the random directions it took were illogical as often as they were spontaneous. After the game stretches out some monotonous early plot, there’s a sudden barrage of unexplained events near the end, mainly character introductions and transformations, that guts the goodwill earned by the solid penultimate arc.

From the hub of your battleship, the Edens Zero, you can take a preset party into the next of ten story chapters or pick a party of four and freely roam the huge world of Gran Blue. “Exploration Mode” involves collecting quests from the adventurer’s guild in the central city and using Shiki’s gravity-control Ether (read: Magic) powers to fly around a la Dragon Ball Z: Kakarot. Unlike the main story, which features completely flat and linear zones, Gran Blue has rolling hills and tons of verticality, though it suffers a loss in framerate as a result. It’s not like this game is a visual feast demanding the most from the PS5, either; the bright colours and smooth textures are serviceable but nothing we haven’t seen since Namco Bandai games on the PS3.  

Protagonist Shiki flies over a city, appearing to head toward a tall hub building.
Cha-la! Head Cha—oops, wrong anime.

Gran Blue has somewhere north of 250 quests to undertake, including beating up random monsters and baddies, delivering packages, taking photos of the world, and, uh, more beating up baddies. There’s a lot of that. Managing the quest log is a bit of a pain if you don’t want to travel back to a hub to turn them in after each battle. You also have to return to the Edens Zero if you want to change your party or upgrade your weapons and equipment. Most notably, the enemies in Gran Blue are tuned up to a very high level, meaning it may serve better to play straight through the twenty-hour story and collect all the playable characters. The problem is that half of each character’s skill trees are locked until after certain quests in Gran Blue.

Enemy levels may be high, but they are by no means difficult—aye, there’s the rub. Everything in this game has a huge health pool, yet mob enemies simply crowd around you and only occasionally wind up a telegraphed attack that can be interrupted with a single hit. You endlessly whittle down health bars of helpless enemies caught in your three-to-five hit combos. Should they manage they get a hit out in return? You also have a huge health pool, or you can easily walk or dodge away. I never once had to use a potion—not once!—and that was before I equipped vampire-attack items that sap enemy health. At one point, my wife (who hasn’t touched a game since Mario’s Super Picross) took the controller and, without knowing how to turn the camera, defeated a late-story boss encounter with full health. At least musou games let you blast through enemies quickly—this game was a mind-numbing test of my endurance in pressing square.

Shiki fights through a mob of robot enemies in uniform attire.
How kind of them to wait patiently for their beating.

Bosses in the game are also simplistic, usually with only two or three highly telegraphed and easily dodgeable moves. There are a handful of exceptions, particularly the last couple of boss encounters in Chapter 10, but even the string of bosses leading up to that were painfully dull and tanky. There is no difficulty selection, and even if there were, the last thing I want is more health to drain. Not to mention, there’s no indicator for quest or enemy levels until you begin battling them, so at one time, I fell into a grind of a boss battle that took me thirty minutes without taking a hit myself. Ugh.

The cast of seven playable characters over the story’s course (with more hidden in Gran Blue) is the one saving grace. All the Japanese voicework is lifted straight from the anime, with no English dub selectable. Lionhearted protagonist Shiki is a brawler who uses gravity-imbued finishers to draw enemies in. His naivete about the world outside his planet leads to some funny moments, and his passion for befriending even his archenemies is infectious. Rebecca dual-wields blasters and can occasionally switch to a third-person shooter to stun enemies. The pervy Professor Weisz, unstuck in time after fifty years of his planet’s history was eaten by a time-eating space dragon, fires an arsenal of guns recklessly around as if he’s comboing in Marvel vs. Capcom 3, though it’s frustrating fighting solo enemies with him. Homura, the stoic samurai girl, unlocks late in the story but became a favourite of mine, particularly with her story arc and ability to slash wider mobs and switch to focus on single targets. There are also the android sisters, including Witch, the resident sorceress; Sister, the dominatrix-nun; and Hermit, the cutesy hacker.

Homura in a defensive stance, blade in front of her.
Homura was a standout character with a great arc.

Some shōnen fans may disagree with me, but the overt sexualization in the game truly put me off. Even compared to the anime and manga, every single woman in Edens Zero is ridiculously proportioned and never stops jiggling while the camera lingers on them. There are around 700 pieces of armor to unlock, with jackets and pants and boots for the two male characters and increasingly skimpy outfits for the many female characters. Rather than being playful and *ahem* titillating, it felt gross and as if the developers were dangling giant boobs in my face to try and distract me from the awful gameplay and level design. Well, I’m not latching.

Musically, Edens Zero is fantastic. It features a grand and optimistic orchestral soundtrack that borrows from and expands on the anime score, and it does well to elevate the adventurous tone in ways reminiscent of the Dragon Quest series. The voice acting lifted from the anime is thoroughly solid, even if voiced conversations outside the main story rely on canned phrases played over the text boxes. You will likely get tired of the same shouted Japanese battle phrases repeating with each combo, though, and there’s not even subtitles for them (you ain’t missing much beyond “Take that!”). Strangely, there are moments when the sound levels are uneven, either drowning out some dialogue or, in the case of Rebecca’s ultimate attack, suddenly rising in volume. Once more, players can get the best this game has to offer from the anime.

Speaking of which, I did go and watch a few episodes of the anime after finishing the game, and I was immediately impressed by the quality of the animation and action choreography. It stumps me, then, why anyone interested in this universe would want to experience the exact same story truncated in key moments and needlessly bloated with boring battles in other moments. If you want boobs even more giant, and if you have a vendetta against your square button and your free time, then I’d heartily recommend Edens Zero. If you’ve played any anime action game since the PS2, then you should know there are many better options out there.

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

About our grading scale

Review by · July 25, 2025 · 12:00 pm

It’s been a decade since the original release of Xenoblade Chronicles X, and during that time, things have changed massively for Nintendo and developer Monolith Soft. Today, Nintendo is coming off the most successful console ever made, and Monolith Soft has established itself as its premier RPG developer. In 2015, Nintendo was floundering in the home console market as the Wii U failed to meet the lofty sales heights of its predecessor. Monolith Soft was fresh off the critical success and long, arduous journey to global release for their first flagship RPG produced under Nintendo ownership, Xenoblade Chronicles. Not content to rest on their laurels, studio head Tetsuya Takahashi and his team of RPG veterans set out to completely reinvent the series they had just established.

Xenoblade Chronicles X eschewed the linear, character-driven storytelling and science fantasy setting of Xenoblade Chronicles for a hard sci-fi open world setting that focuses heavily on gameplay mechanics and world exploration. X brought the most expansive, contiguous open world the team had ever created and introduced online multiplayer to the series, ramping up the sense of scale the original was so beloved for. The result was a diamond in the rough —a thoroughly unique experience compared to other open-world RPGs and unlike anything else on Nintendo platforms at the time, yet one that failed to course-correct the failed console and thus remained marooned on the Wii U.

This commercial failure left many Xenoblade series fans unable to experience the title that laid the technical groundwork for Monolith Soft’s later success. That injustice has finally been rectified, as Monolith Soft has returned to the black sheep title for the enjoyment of new fans gained over the decade. Xenoblade Chronicles X: Definitive Edition retains the original’s core identity and unique structure while polishing the rougher patches and seamlessly integrating new narrative content and gameplay elements that elevate the already fantastic original into a masterpiece.

Screenshot of New LA in Xenoblade Chronicles X: Definitive Edition
New Los Angeles is humanity’s last refuge on Mira.

Xenoblade Chronicles X: Definitive Edition begins in an era of turmoil and disaster. Earth is under attack from an unknown hostile alien force that seeks to destroy the planet. Humanity, forewarned of their impending doom, banded together to build a group of interplanetary arks to escape their fate. One of these arks, the White Whale, manages to break free of the alien blockade and escape into space. However, the alien pursuers track the ship down, forcing the ark to crash land on the hostile alien planet Mira. The human refugees quickly establish the city of New Los Angeles and venture into the untamed wilderness of Mira, hoping to make the land suitable for human life and establish defenses against the alien force hunting them.

In a major break from the other games in the series, you are a player-created avatar in Xenoblade Chronicles X: Definitive Edition. This is a necessary concession for the game’s online multiplayer features, and also serves an important narrative purpose as the main character and player are equally ignorant about the planet and humanity’s situation. Your character is awakened from a lifepod by Elma, a member of the BLADE organization tasked with protecting humanity and establishing a foothold on Mira. Elma is an experienced soldier and takes you under her wing, mentoring you as you rise in the ranks of BLADE and search for the Lifehold, the core unit for the White Whale that sustains all human life on the planet. This search eventually forces your avatar and the other members of BLADE to contend with dangerous indigenous lifeforms (indigens), other sentient Xenoform species marooned on the planet, and the hostile alien force that destroyed Earth, called the Ganglion.

Xenoblade Chronicles X‘s narrative is fundamentally a story of war, conquest, colonization, political upheaval, and social cooperation across vastly different societies. Each sentient alien species has its unique culture and customs, and humanity must learn to coexist to survive on Mira. From the cute and cuddly series mascot Nopon, to the technologically advanced and intellectual Manon, to the tribal and warlike Prone, each species has a complex background and relationship to the planet or the Ganglion, and much of the story and the game’s side content see your party navigating these societal differences and dealing with the inevitable conflict that arises in the face of the Ganglion threat.

While the main story focuses on the core narrative of survival and the fight against the Ganglion, the majority of the game’s world-building and thematic depth lies within the side missions. Chief among these are Affinity Missions that focus on a single character, usually a party member, and flesh out their backstory and motivations. Each character has multiple Affinity Missions spread across the game, with progress gated by your bonds with them. These bonds are developed through character interactions in the copious number of Normal Missions, with certain dialogue choices resulting in increased favor among the party members you bring along with you. This system ensures that your bonds with each character progress organically as you spend time with them, giving you an additional layer of agency and role-playing opportunity.

Elma looks out on all the upgrades coming to Xenoblade Chronicles X: Definitive Edition.
Elma is the main character who holds the narrative together, guiding you on your journey.

The aforementioned Normal Missions form the bulk of Xenoblade Chronicles X: Definitive Edition’s content; despite their basic foundation built on simple tasks such as gathering resources or defeating indigens, the framing of these tasks elevates them to something much more meaningful than simple fetch quests. Contained in these missions are stories of prejudice between traumatized humans reeling from the destruction of their home and these unfamiliar alien species, often with disastrous and heartbreaking consequences.

Others are tales of interspecies cooperation, camaraderie, and even love. During my 70+ hours with Xenoblade Chronicles X: Definitive Edition, I officiated an alien wedding, bore witness to a horrifying alien parasite taking over the bodies of unwitting humans ala The Thing, and thwarted disgruntled human attempts to decimate a friendly alien species through manipulative religious doctrine. Many of these storylines contain unique cutscenes and locations, and the sheer volume of high-quality storytelling is awe-inspiring, in what would be disposable checklist-ticking in a lesser open-world title. Takashi and his team estimated that they invested 3,000% more effort into the quest design and sidequest writing compared to the original Xenoblade Chronicles, and the result is one of the few RPGs where the side quests truly feel as impactful and lovingly crafted as the main scenario.

This commitment to meaningful side content meshes perfectly with Xenoblade Chronicles X’s mechanical pillars of combat and exploration. Although I’ve spent much of this review talking about the game’s narrative, the main focus of the game design is on combat and exploration mechanics in equal parts. Combat is real-time and governed by cool-down-based abilities and positioning, much like the original Xenoblade Chronicles. However, Xenoblade Chronicles X evolves this system by including a robust class system. You choose between three base classes, each with two tracks of advanced tiers. Each class has a specific weapon pair (these govern active combat abilities) and unique passive skills. You can mix and match these active abilities and passive skills between classes once mastered, and each party member has their unique variation of each class. The character-building and party composition choices are staggering, and many of the game’s most powerful enemies (known as Tyrants) require specific setups and builds to take down.

Further enhancing this party-building aspect is the Soul Voice System. Soul Voices are quick-time events triggered in battle by performing the right type of ability requested by an ally, and deliver beneficial effects such as buffs and healing. This opens up party composition as a dedicated healing character is no longer necessary, forcing you to pay close attention to your ability setups and those of your party members to ensure that everyone has the right loadout tuned to their accompanying Soul Voices. This also keeps battles active and engaging, since you must juggle activating abilities and staying in position in real time with fast-moving Soul Voice events to get the most out of combat.

This variety of choice and depth in character progression form a cohesive whole with the exploration gameplay, as nearly everything you do on Mira helps develop your characters. Discovering new points of interest rewards experience, unearthing supply caches and treasure spots generates battle points to unlock new skills; planting probes for the FrontierNav map continuously generates resources for developing new equipment. The moment-to-moment experience of exploring the world is excellent, not just because of the rewards, but because the core gameplay mechanics are sublime. Movement is fast and fluid on foot with a blistering running speed, massive jumping height, and the absence of fall damage that encourages you to scale every surface possible. The sense of control over your character on foot and in massive Skells is tight and responsive, aided by the improved stability offered in the Definitive Edition. Frequent performance drops plagued the game on Wii U, but on new hardware, the game runs at a consistent 30 FPS with very few drops even in the most demanding encounters.

You spend your initial hours of Xenoblade Chronicles X in this on-foot phase, where the vast scale of the world is incredibly imposing. Everything changes when you unlock Skells, the towering mecha that are the backbone of humanity’s defense. Skells can transform into vehicles that quickly race across Mira’s varied terrain and jump to lofty heights to access areas impassable on foot. Skells also bring a new variation to combat, allowing you to fight foes too strong to fight on foot. The third phase arrives when you unlock the flight module for Skells, opening up new sections of the map that are accessible only by air and eliminating much of the risk and travel time inherent to traveling along Mira’s inhospitable ground. The world design is superb with many secrets to find, logical enemy placements that fit the behavior of the various lifeforms on Mira, and topographical variety unmatched by any game before or since. Mira truly feels like a living, breathing world and is the high point of Monolith Soft’s immersive world design.

Screenshot of a Skell driving along the coastline in Xenoblade Chronicles X: Definitive Edition.
The world truly opens up when you get your first Skell!

Xenoblade Chronicles X: Definitive Edition brings numerous improvements to this core mechanical framework. While the small changes are too numerous to list here (Good Vibes Gaming has an excellent breakdown of all the changes), there are some significant additions and reworks of gameplay mechanics that I want to highlight. First is the biggest change to the combat system: the Quick Cooldown bar. Previously, combat encounters could be fairly lengthy as you waited for cooldown timers to finish to activate skills. This time, Monolith Soft added a Quick Cooldown bar that allows you to expend a portion of the bar to instantly refresh an ability on cooldown. This massively changes the pace of fights, particularly against weaker enemies. Now, instead of waiting for abilities to refresh during a fight that you will inevitably win, you can effectively spam your abilities to make quick work of weaker foes.

You can also be more responsive to party member Soul Voice callouts, as you almost always have access to fire off whatever particular type of skill they are asking for, instead of missing the window due to a long cooldown. However, this addition remains balanced, as the bar cannot be refilled during combat encounters, and using the Quick Cooldown to refresh an ability only grants you the first stage of that ability instead of significantly more powerful, fully-charged stage two abilities. In longer fights against tough foes or groups, careful management of the Quick Cooldown bar is necessary so you don’t run out of uses.

The biggest change to world exploration is the removal of BLADE levels. This was the primary gatekeeping system in the Wii U version. Even if you made it to a hard-to-reach resource spot or progressed far enough to access a new questline, oftentimes your BLADE level would be too low to interact with the node or accept the quest. Without that system of arbitrary and artificial barriers, exploration feels more rewarding and organic. Another fantastic addition is that planting probes for FrontierNav gives you significant rewards, providing additional incentive to fill out as much of the map as possible. These changes deliver a smoother gameplay experience and remain cohesive with the core tenets of Xenoblade Chronicles X’s game design ethos.

The most impactful addition to Xenoblade Chronicles X: Definitive Edition is the inclusion of new party members and an epilogue set after the conclusion of the main story. The new party members each bring something valuable to the table and are expertly woven into the context of the original story, such that I doubt any first-time player would even notice that they weren’t in the original game. Neilnail is a Qlurian cosmoarchaeologist who is on Mira to study its history, and her Affinity Missions provide much-needed insight into the origins & culture of her people and that of Mira. Leisel is an ace Skell pilot whose storyline revolves around corporate greed & subterfuge, and introduces a completely new model of Skell more powerful than many of the base game Skells.

Perhaps the most controversial aspect of the original release was the eclectic soundtrack. Composed by Hiroyuki Sawano, the score features tracks that encompass a wide variety of styles and genres, unlike the bombastic orchestral scores of the other Xenoblade titles. There are still epic, sweeping scores (my personal favorite being “Noctilum“), but the score does an excellent job of creating an alien, otherworldly atmosphere through tracks like “Manon” and “Wir fleigen.” Fan reception to many of the vocal-heavy tracks has always been mixed, but I love them (same for the crew of Rhythm Encounter Episode 156) and believe they fit the vibe of Xenoblade Chronicles X perfectly. For those who don’t like the vocal tracks, Xenoblade Chronicles X: Definitive Edition adds an instrumental version of Skell Flight Module theme “Don’t Worry,” which can be switched on at any time through the menu. There are a whole host of new tracks included for the epilogue that I won’t spoil here, but effortlessly fit into the audio tapestry of Mira’s beautiful alien world.

Xenoblade Chronicles X on Wii U was infamous for its unresolved narrative cliffhanger, and Xenoblade Chronicles X: Definitive Edition seeks to rectify this injustice through a lengthy, multipart epilogue. The result is mostly a success, as it answers many questions surrounding Elma’s origins and the nature of humanity’s technological development, and explores the motivations of the Ganglion. Unfortunately, many epilogue sequences are defined by overlong exposition dumps, as Monolith Soft attempted to fit an entire sequel’s worth of narrative outline into a 10–15 hour epilogue. The narrative shifts to a more metaphysical direction, connecting X directly with the other Xenoblade games (and even Xenosaga and Xenogears to a certain extent), and offers some interesting philosophical considerations on the nature of the human spirit. The original narrative touched on these ideas, but the epilogue explores them more deeply, simultaneously dropping some of the narrative threads present in the original game. It also leaves the door open for a potential follow-up, and I hope Monolith Soft takes the opportunity to expand on the excellent mechanical and thematic foundation they’ve built for a true sequel.

Xenoblade Chronicles X: Definitive Edition is the best iteration of Monolith Soft’s impressive open-world masterpiece. I’m so happy that the game is on a platform many people own, so they can finally experience the wondrous world of Mira for the first time, just as I did in 2015. Xenoblade Chronicles X is the most impressive execution of the open-world concept I’ve ever experienced, and the fact that it retains that lofty designation for me even after ten years and countless open-world RPGs is a testament to Monolith Soft’s monumental achievement in RPG game design.

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

About our grading scale

Review by · July 22, 2025 · 12:00 pm

My first experience with the series now known as Like a Dragon was Yakuza 4, back when it was still known by its localized name. Ever since, the series has held my attention with each new entry. Even the titles with weaknesses in gameplay or story still carry the series’ signature sense of humor and unimpeachable formula. So long as each entry provides new, hilarious side stories and minigames, I remain content.

That said, some games stand above others, and Yakuza 0 is not merely one of the best entries, but is responsible for much of its series notoriety outside of Japan. Its status as a standalone prequel is indispensable in that regard, and the phenomenal story and varied combat push it into the position of a genuine classic among fans.

Yakuza 0: Director’s Cut serves to put this now ten-year-old classic in front of fresh-faced Switch 2 owners with a few new features. 0 is a strong enough title not to need excessive revision, but the original game’s gradual decline in price makes it hard to justify a $50 entry fee for a largely identical iteration. And that’s taking the English dub, new cutscenes, and multiplayer mode into account. However, it’s still Yakuza 0, and Yakuza 0 is a truly excellent video game. If you’re such a diehard Nintendo fan that you haven’t touched any other console, this is a perfect introduction to the Dragon of Dojima and Mad Dog of Shimano.

Kazuma Kiryu strikes a pose, kneeling on the ground and pointing forward, at a brightly-lit disco club.
My recommendation to any new players: make a beeline for the disco as soon as you can.

Bucking the series trend of making each mainline title set in a contemporary time, Yakuza 0 is a period piece set during Japan’s economic bubble in 1988. Extravagance pervades the atmosphere, and by the end of the game, the average player will have earned more money here than in the rest of the series combined. Even the grunts you demolish for the whole game seem like they’re loaded, given how much money you can get from them. Appropriately, the game begins with low-level Kamurocho yakuza Kazuma Kiryu shaking a man down in an empty lot, only for that man to turn up dead in that same lot. Worse, his superiors in the Dojima Family are trying to acquire that land for an inconceivably lucrative real estate deal. Knowing that he didn’t kill the victim, Kiryu defects from the Family and attempts to track down the lot’s owner while fighting off the Dojima family’s vicious and unstable lieutenants.

Meanwhile, in Osaka’s Sotenbori district, Goro Majima, manager of the Cabaret Grand, is living a double life. His ritzy job is actually a punishment, having been assigned to a civilian position by his yakuza family after failing a hit. In order to rejoin them, he agrees to kill a mysterious target named Makoto Makimura, but backs out when he discovers she’s a blind woman. Now, with no choice but to protect her from the multiple factions gunning for her, Majima is forced to push his loyalty to its breaking point. And when his story finally interacts with Kiryu’s, they paint a surprisingly tender, human picture of two decent men who find themselves unable to shake the pull of organized crime. It even relates this theme to why society’s least fortunate often turn to crime to protect themselves.

Both tales contain no shortage of memorable, well-rounded characters, and their eventual culmination makes for one of the strongest narrative crests in gaming history. To top it off, the acting is spectacular, both in native Japanese and in the new English dub. Top-tier talent fills the cast; Andrew Kishino as Majima’s boss Sagawa, Kaiji Tang as Kiryu’s blood brother Nishiki, and all of the Dojima Lieutenants are just a few of the highlights. The only part that could even be considered a weak link is Yong Yea as Kiryu. Any English actor attempting to match the pitch-perfect delivery of Takaya Kuroda is fighting an uphill battle on a functionally vertical incline. Yea’s work as Kiryu in Like a Dragon: Infinite Wealth is by no means bad, but it sounds like a performance, like a man in his early thirties playing a man in his mid-fifties. Here, even though Kiryu is 20 and age isn’t as much of a factor, there’s still something missing. Maybe it’s that Kuroda makes Kiryu sound so world-weary even when he’s at Japan’s exact legal drinking age, but I’m hard-pressed to complain too much. If you’re not acclimated to the Japanese audio track, it’s easier not to notice.

Thankfully, our other hero has no such caveats. While Matt Mercer wasn’t my first choice for Majima when he took up the role in Yakuza: Like a Dragon, his rendition of the character in Director’s Cut is so good, I would not be surprised if he was cast with this game in mind. The way he weaves between Majima’s various moods of suave cabaret boss, somber thug, and furious Mad Dog is, like Yea’s performance, distinct from the Japanese audio track. But in this case, Mercer, even with his recognizable voice, completely disappears into the character. This is all bolstered by the absolutely phenomenal soundtrack, which swings between techno and contemporary rock stylings while still sounding right at home in the period setting.

Majima, dressed in a gaudy, shiny suit and orange headband, dances and sings to 24 Hour Cinderella during a karaoke cutscene.
Mercer is the only main actor who isn’t subbed out during the game’s legendary Karaoke sequences.

But a new dub isn’t all Director’s Cut adds to the narrative. It includes new cutscenes, though they’re quite sparse. There are only five, and they range in quality. At their best, they reinforce themes and character motivations, and at worst, they’re redundant and unnecessary. Some even add new, mildly jarring reveals, none of which I’m particularly fond of. Thankfully, they don’t alter the main plot enough to change my overall impression, which is excellent.

But the gritty main plot is just one half of a Yakuza game. The other is the optional content, and 0 is one of the best in this regard. Substories are far more humorous in tone, like Kiryu helping a dominatrix gain confidence, impersonating a producer, tutoring a group of phony punks, or featuring in a music video for a blatant Michael Jackson parody. Majima’s are just as off-kilter, infiltrating a cult and reluctantly shaping economic policy after saving a politician from being mugged. The period setting gives way to a lot of fun jokes derived from 80s culture and references to Kiryu and Majima’s later adventures. The time period even tinges many minigames, like karaoke and disco dancing, which are just two out of several enjoyable distractions that pepper 0‘s world.

In addition to all these minigames, both protagonists have more substantial side stories like Kiryu’s slot car racing and real estate management, and Majima’s weapon expeditions and cabaret club management. One of the biggest advantages of this Switch 2 release is being able to pick 0 up and play with little hassle anytime, anywhere, which complements both the minigames and bigger diversions incredibly.

Combat is the most varied in the entire mainline series, with two characters and three distinct fighting styles for each (four, if you count the optional ones), all upgradable by spending your ever-swelling funds on new skills. While the curve for unlocking them is heavily tied to your investment in the side content and willingness to repeatedly fight the gargantuan muggers lurking the streets, fighting is still a blast whether you’re locked in an even brawl or totally destroying an entire room of armed goons with the dozens of hilariously violent takedowns at your disposal.

Kazuma Kiryu punches an attacker on the neon-lit streets of Kamurocho in the afternoon in front of a game store.
Hope you’re ready for a lot of street brawls.

Sadly, combat isn’t compelling enough to justify the multiplayer, which is probably the weakest new addition to the package. It’s little more than repeated brawls that get cluttered up by your allies—nothing you won’t get out of playing the main story. In theory, the draw is that many bosses and NPCs are playable in this mode, but none of them have Kiryu or Majima’s variety and polish, and the grind to unlock new characters while leveling up old ones isn’t worth it. It’s removed enough from the important content that it does not significantly affect the overall experience, but should Ryu Ga Gotoku Studios revisit this mode, it needs work.

Yakuza 0: Director’s Cut puts a great game on a system that makes it portable, and that alone is laudable. Even if the multiplayer is boring and the new story content is redundant, the dub is strong enough to warrant sitting through every cutscene at least one more time. When a series with such an established structure and formula has a strong enough baseline to seem like it can’t go wrong, it can be difficult to sort out the true gems. Yakuza 0, and its Director’s Cut, are gems, end of story.

  • Graphics: 90
  • Sound: 99
  • Gameplay: 92
  • Control: 91
  • Story: 97
94
Overall Score
(not an average)

About our grading scale

Review by · July 21, 2025 · 2:00 pm

The Death end re;Quest series is a strange but enjoyable mixture of disturbing horror visual novels and RPGs. They’re often experimental and overly ambitious in the gameplay department, but the VN side has a lot of charm and heart thanks to a cast of endearing, fun, and memorable characters. As part of Idea Factory and Compile Heart’s “Galapagos RPG brand—comprising some of their better games, such as Dragon Star Varnir (and some of their worst: Arc of Alchemist)—the Death end re;Quest duo is one of their most successful series outside of their flagship Neptunia series. The newest Death end re;Quest game dives into the roguelike mystery dungeon subgenre, yet the change leaves much to be desired.

Death end re;Quest Code Z is a side story, taking place in an alternate world after the events of the previous games. While this allows a collection of unique “What If?” scenarios to unfold, it quickly feels like the story is little more than fanfiction without much substance. Players control a new protagonist named Sayaka. At first glance, Sayaka is a newcomer to the series, yet those with a keen eye may notice some similarities to one of the original Death end re;Quest’s villains. Early on, the game identifies Sayaka as one of the villains from the first game, yet her story was locked behind paid additional character DLC. In said DLC, players convert the villain to their side and can obtain an ending where they turn over a new leaf. Unfortunately, this character development is completely lost on new players and those who didn’t bother with the admittedly expensive character DLC.

As a side story, Code Z is full of references to events from the prior games; the sheer volume is both overwhelming and questionable. The intention is for abundant familiar faces to be a treat for series fans, yet seeing well-known characters acting in bizarre ways feels strange, if not distasteful. One of the protagonists from the previous games acts like a crazed lunatic bent on destruction. Series veterans may find his descent into madness plausible due to the original game’s story, but the portrayal is edgy, over-the-top, and completely devoid of nuance. The piece I found most distasteful was the inclusion of Koji Touyama—Death end re;Quest 2 protagonist Mai Touyama’s drunken, abusive father. In Code Z, he works alongside his daughter at a game company and they have a positive yet strained relationship. It’s hard to look at Mai and her father interacting normally, knowing the torture she went through and how she murdered him in Death end re;Quest 2’s opening. Events such as this make the game feel like an Alternate Universe fanfiction.

Death end re;Quest Code Z screenshot of equipment upgrades. Sayaka looks anime concerned at making an Enhanced Silverbrand +1.
Upgrading equipment will help Sayaka survive the dungeons, yet upgrade materials are sparse.

Code Z is a mystery dungeon roguelike through and through. Players explore randomly generated dungeons, collect items, defeat enemies, and descend deeper into darkness until finding powerful bosses with notable loot. Every enemy moves in response to player movement, giving the game a pseudo-turn-based feel and allowing for a subtle touch of strategy. Dungeons are grid-based, with the character moving one tile at a time. Traps lie scattered along every dungeon floor, with effects like damaging the character or inflicting status effects. Some traps outright teleport the player to the other side of the map, which can be both beneficial and detrimental, as items and/or enemies may lie at the end of each teleport point. Gear upgrades are available, though upgrade materials are sparse. It’s also possible to improve via skill points, which are rewarded upon dying in a dungeon.

Prior Death end re;Quest games feature turn-based combat systems with three combatants. Combat there is experimental yet delightfully janky. The systems encourage combining moves (à la SaGa’s sparking system) into combos, launching enemies into traps and other characters, and pinballing foes all around the map in an amusing and incredibly powerful display of force. Code Z, however, lacks this due to the absence of a party to speak of. Players control Sayaka as she trudges through dungeons alone for the most part, occasionally finding a partner at the end to extract. The game is more akin to a horror-themed version of Pokémon Mystery Dungeon or Shiren the Wanderer, yet it lacks the charm of either.

Code Z plays with the concept of sanity, which ticks down as players progress through dungeons. As the meter reaches 50%, the screen becomes laden with visual glitches and a heavy pulse. In theory, this should create a sense of tension and fear that aligns with the series’ horror elements. Yet, in practice, it serves only as an annoyance. Ether codes, which are scattered through dungeons, restore your sanity. While one might stock up on these to ensure unhindered progress, limited inventory slots make this more difficult. Players can drop items on the ground for later use, yet they vanish upon exiting the dungeon. This makes inventory management a pain when juggling healing items, buffs, and special attacks.

Death end re;Quest Code Z screenshot of a dungeon boss that looks like a colorful blue and red arachnid with hairy brown legs.
While bosses still look hideous, they’re less menacing when they simply stand in one spot.

Death end re;Quest Code Z has gorgeous character art, as was the case with the prior games. Kei Nanameda excels in creating vibrant, unique, and memorable characters. Thanks to the use of Live2D, the characters are more vivid and lifelike, ensuring their interactions feel more fluid despite most scenes being little more than talking bust-ups. The 3D portions of Death end re;Quest games are historically rough, yet they capture the vibe of the 2D art. Code Z opts for a chibi-style aesthetic in dungeons, which gives the game a cuter appearance. Enemies feel less threatening and bosses are nowhere near as unsettling as they would be at full size like the previous games.

Code Z’s soundtrack is one of its strongest aspects, though that’s no surprise given much of the music comes from the previous games. The series has always had a charming soundtrack in every regard, and Code Z carries this forward with soothing melodies in the overworld and charming themes in the city. However, Death end re;Quest Code Z is lacking one crucial element that makes the series truly special: the English dub. Usually, this would be a minor grievance, given many Japanese RPGs release in the West with no dub, but the Death end re;Quest games have a fantastic English voice cast. In my review of Death end re;Quest 2, I praised the English voice talent for going above and beyond to create unforgettable performances, especially during the most horrific and gruesome endings that still haunt me to this day.

Death end re;Quest Code Z protagonist Sayaka on her way to explore a new dungeon.
Kei Nanameda’s art always stands out, especially in Idea Factory and Compile Heart’s horror-themed games.

The Death end re;Quest games have plenty of issues in the gameplay department, be it janky combat, experimenting with “hacking” the battle system, or confusing dungeons clearly designed to be a first-person dungeon RPG. Code Z sheds many of these issues, yet replaces them with new ones. The dungeons in Code Z are frankly uninteresting in most instances. Each floor looks the same due to their randomized nature, and there is little rhyme or reason as to why the dungeons exist in the first place. The sanity system also feels unnecessary, and the combat feels shallow in comparison to the prior games.

The characters in the Death end re;Quest series can be endearing, even when they’re talking about nothing in particular. Code Z, in contrast, is rife with vapid conversations, seemingly fluff to inflate a word count or scene quota more than anything notable. Time and time again, I found myself skipping through conversations with minor side characters as they repeated how beautiful they think a given character is. There’s no particular character development to be had, given 90% of the cast are alternate versions of familiar faces.

Death end re;Quest Code Z protagonist Sayaka cornered by enemies in a dungeon.
It’s easy to get overwhelmed by annoying enemies with high evasion who hit hard and apply status effects.

Code Z focuses on the titular Death ends—gruesome game overs that are meant to be shocking and disturbing based on choices made throughout story events. In Code Z, these Death ends happen when the character player dies to traps, enemies, and bosses. This is where the horror elements emerge, leading to incredibly uncomfortable depictions of textual gore. In previous games, these grim fates were a punishment, yet in Code Z, they feel like a strange reward. As Sayaka meets her end, she gains skill points that increase her stats to make the journey easier. Thus, if the player wants to get stronger, they should die more. Such a reward feels counter to the series, and given Sayaka’s role in Death end re;Quest Code Z, it makes guiding her to a horrible death to gain skill points both uncomfortable and unsatisfying.

Death end re;Quest Code Z is a game that had me constantly questioning who it was for. As a fan of the series, I wasn’t particularly interested in a mystery dungeon roguelike and found myself barely engaging with the combat. I also don’t see mystery dungeon fans being starved enough to pick up Code Z. If they were to stumble across the game, I can’t imagine they’d stick with it due to impenetrable story that is little more than a “What If?” scenario laden with references, hints, and nods galore. As a Death end re;Quest game, Code Z offers the bare minimum of what I expect from the series. While it may not have the lows of its predecessors, it also lacks the emotional highs and rewarding gameplay elements. As Death end re;Quest 3 has been in development for a while now, Code Z serves as little more than a detour. While not particularly bad by any means, Code Z is simply the least interesting entry.

  • Graphics: 75
  • Sound: 75
  • Gameplay: 60
  • Control: 65
  • Story: 65
68
Overall Score
(not an average)

About our grading scale

Review by · July 19, 2025 · 3:00 pm

It’s no surprise that HoYoVerse titles such as Genshin Impact, Honkai: Star Rail, and Zenless Zone Zero dominate the gacha market given their absurdly high quality and seemingly infinite budgets. Yet, is there room on the world stage for an unproven competitor to swing at the king and make some waves? Wuthering Waves is an open-world action RPG emphasizing stylish character action combat, much like its predecessor, Punishing: Gray Raven. At first glance, the game appears similar to the immensely popular open-world action RPG Genshin Impact. However, Wuthering Waves adopts a more modern sci-fi approach to its world-building and design while focusing on incorporating Chinese aesthetics and mythology into every nook and cranny. In terms of world design, Wuthering Waves has more in common with the Xenoblade games than Genshin Impact, thanks to its focus on a logistically plausible world following an apocalyptic event.

Players take on the role of an ever-so-important fish-out-of-water named Rover. While the character’s name (or title, more accurately) is meant to evoke similar thoughts as a Wanderer, Traveler, or even Trailblazer, it comes off as feeling more akin to the stereotypical dog name. The title feels more apt by the minute given how the citizens of the world constantly need help fetching items, guarding their communities, and guiding those in need. After an introductory cutscene with a mysterious woman (who totally isn’t Lucia from Punishing: Gray Raven), Rover is dropped into the world of Solaris-3—the third planet from the sun that is suspiciously similar to Earth. After a messy and confusing introduction sequence, it’s soon revealed that Rover is most like The Legend of Zelda: Breath of the Wild’s Hero of Time—someone called upon to help thwart an evil force with no memory of their past lives.

Wuthering Waves stumbles right out the gate with its introductory storyline as the developers scrambled to rewrite, adjust, and shuffle story beats in the game’s first three chapters after receiving a substantial amount of feedback on their closed beta tests. The feedback essentially boiled down to players wanting to feel special, being frustrated that the citizens of the world were hostile and suspicious of them, and finding the concept of gradual world-building to be less than exciting. A hasty rewrite followed to make NPCs practically worship the player, as well as reducing world events to Proper Nouns and technobabble. While this misstep makes the initial portion of the game slightly awkward, Chapter Four smooths out considerably as the narrative dives into its original version rife with drama, political intrigue, and darling characters.

Wuthering Waves environmental art showing an ominous location. It's a tower with crimson clouds and bright electricity.
Wuthering Waves features some of the most breathtaking and ominous skyboxes to date.

Although the story flounders initially, it has an almost constant upward trajectory afterward. Mercifully, Wuthering Waves’ combat starts on a high note and continually climbs skyward. When looking at Punishing: Gray Raven, it’s quite obvious that Kuro Games are unapologetically massive fans of NieR: Automata and Devil May Cry. The stylish character action, soft genre shifts, and over-the-top set piece bosses show the developer proudly wearing their influences on their sleeve. To add to that, every single unit in Wuthering Waves has a wildly unique kit with a dizzying amount of depth. The move lists, gauges, and conditional systems would make a fighting game fan grin wide.

Every unit has its own moveset and playstyle, yet the Forte gauge is what makes each character feel that much more unique. Characters build Forte in their normal attack chains that they can then use for a variety of stronger moves. Some Forte gauges drastically change the playstyle, while others enhance the core abilities while adding simultaneous new ones. The icy Sanhua does a small amount of damage with her normal attacks, yet upon casting her ice skills or finishing her chain, she can create large fields of ice that detonate to deal massive damage. Yangyang, on the other hand, adds wind blades to her attacks while strengthening her aerial moves. The player character, Rover, can essentially swap elements and enter a Devil May Cry “Devil Trigger”-esque mode.

It’s easy to find a unit to fit any particular playstyle due to all the unique character kits. Some excel at aerial combat, while others focus on defensive counters. Some rain down hellfire at range while others ensure the party remains alive. My favorite—the bloody sword-wielding Danjin—consumes her own HP with each attack, pushing her closer and closer to the brink of death as the battle unfolds. The heightened risk in combat leads to some very exciting and incredibly stylish close calls and near misses, all for the sake of setting up allies to unleash powerful attacks with a bevy of buffs. With Wuthering Waves focusing on a three-character party, team synergy is crucial. Characters tagging out unleash an outro effect while incoming characters attack with unique intro attacks. Players should know their kits in and out while making choices between damage and survivability.

Wuthering Waves protagonist Rover looking through their equipment, with detailed info on Echo Skill and Sonata Effect.
The Echo system enables players to equip enemies as gear, summon them in battle, and even transform into them.

Another piece that sets Wuthering Waves apart from Genshin Impact is the Echo system. Echoes are the remnants of defeated foes. Once collected, players can equip them to characters in place of armor, accessories, and charms. Each Echo has a cost to prevent filling all five slots with boss Echoes, but only the topmost slot allows players to either summon or transform into said Echo for a brief period. Wuthering Waves‘ Echo system encourages both experimentation and exploration, alongside making the bestiary feel more lively and familiar. While the monster-catching aspect is fun and intriguing, I wish there were more uses for Echoes beyond the equipment and combat utility, such as battling other players or sending them out on missions to get materials. Much like Genshin Impact, farming and rolling for stats feels akin to smashing one’s face into a slot machine and hoping for more than a headache. Thankfully, materials to re-roll main stats have since arrived.

The cast of characters is vast and impressive, yet it’s clear the premium characters (five-star characters on timed/limited banners) get a lot more love than their standard four-star and launch five-star counterparts—some of which feel underpowered or far too niche. One of these forgettable characters is Lingyang, a young performer in a lion dancing troupe who has an awkward playstyle that feels experimental. Baizhi, a free standard healer, also has a few awkward abilities in her kit that make her offputting to use in combination with her lackluster healing. Verina, on the other hand, is a powerful healer and a staple in most teams, though this is due more to the lack of strong support units in Wuthering Waves than anything. Hopefully, the new four-star characters will get as much love as Punishing: Gray Raven‘s four-star equivalents.

Kuro Games is blessed with an incredibly talented art team. While the character designs and visual effects are top-notch, the game’s art direction is nothing short of stellar. The vistas found in the world of Solaris-3 are nigh-immaculate visual spectacles, ranging from ruined cities with floating remnants of skyscrapers above a field of burning flowers to jaw-dropping skyboxes with the most haunting moons imaginable. I found myself stopping time and time again to admire the world around me while taking dozens of pictures. The city of Jinzhou and its surrounding areas comprise the 1.0 region, and it’s easy to see that an immense amount of time and care went into polishing the world to be as awe-inspiring as possible.

Wuthering Waves protagonist Rover in a small icy village.
The world is full of life, with NPCs roaming the towns and wildlife skittering about.

Of course, the areas in the game’s patches expand the horizon and elevate the environmental beauty. Mt. Firmament is a gorgeous take on a winding mountain, while The Black Shores archipelago offers some of the most stunning skies above paired with intricately designed and displaced elements beneath. Naturally, with a full number version update to 2.0 comes a new region to explore: Rinascita. While slightly smaller than Jinzhou in width, Rinascita offers more verticality with its striking world design. Much like the launch region, Rinascita is awash with beautiful landscapes and stunning set pieces. Every new location feels like it has its Breath of the Wild moment, mixed with Elden Ring‘s design philosophy as far as populating the world with secrets.

Given Wuthering Waves is all about the concepts of vibration and waves (hence the title), one would hope the game sounds as great as it looks. At first, I was concerned with the absence of GhostFinal and Holoweak because their contributions to Punishing: Gray Raven resulted in some of the most fantastic and memorable soundtracks to date (such as Narwhal and Hikari). The soundtrack in Wuthering Waves is solid and exciting, but it initially lacks tracks that stir the heart. Of course, as the story progresses, the OST becomes elevated as dramatic moments and setpiece boss battles take the stage. Though there are fewer standout tracks in the beginning, the soundtrack soon finds its footing and develops an energetic identity that carries throughout the game.

While I’ve been largely positive on Wuthering Waves, the game is not without flaws. To start, Kuro Games is frankly notorious for rocky launches, embarrassing typos, and numerous minor bugs that mar the average player’s experience. Although it’s possible to forget or fix typos, bugs, and messy launches, some long-standing issues remain even a year after release. Most notably, the English voice cast is a collection of great European voice talents forced to do awful American accents. While this improves in later patches with more freedom in the voice direction and acting, early scenes remain blighted by poorly directed performances easily confused with bad acting.

Many of these issues are the product of intense crunch and hasty rewrites, but Kuro Games has gone back and re-recorded voice lines for Rover, so there is precedent for improvement. Now, if only they’d do the same for Yangyang—the game’s primary lore dump and story commentary for most of 1.0. Additionally, while the controls on PC and PS5 are solid, save the awkwardly mapped utility or two, the mobile touch screen controls are messy at best. Mercifully, native controller support mitigates this issue.

Wuthering Waves landscape showing golden trees and skies.
One would expect Elden Ring’s Erdtree to make an appearance in the distance.

Lastly, regardless of how gorgeous the game looks, how fun and exciting the combat is, and how great the writing becomes, Wuthering Waves is a gacha game. While much can be said on the predatory nature of gacha games, I want to touch upon the ephemeral nature of live-service games. There’s a high chance of this game reaching end-of-service within the next decade, preventing access beyond that time. The only reminders of its existence will be the mass grave of game-specific wikis, obsolete theory-crafting videos, and the astounding number of fanart pieces that serve the same role as paintings of long-dead aristocrats. Therefore, it requires caution and care before investing time and money into Wuthering Waves. We’ve seen it time and time again: a hot new gacha comes out, tops the charts, and then sinks into irrelevance and shuts down after a year. That said, Punishing: Gray Raven is still going strong almost six years later, so there is precedent for long-term support from Kuro Games.

Wuthering Waves is a fantastic game and one of the best current gachas from a gameplay standpoint. While the shift to a more HoYoVerse-style gacha system is disappointing (pity of 80 pulls versus PGR’s pity of 60, 50/50 coin flips on banner characters with a 100% guarantee after failure versus PGR’s 100% guarantee with no coin flips), Kuro Games remains relatively generous with free currencies (often as an apology for some kind of screw up), log-in campaigns, and events. Overall, the game is gorgeous, a treat to listen to, and a blast to play. Lovable and endearing characters and an intricately detailed world make Wuthering Waves one of the most high-quality games in its specific market.

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

About our grading scale

Review by · July 19, 2025 · 8:00 am

Solo developers hold a special place in my heart. Seeing one person do the arduous work of multiple disciplines all the way to release is nothing short of inspirational. Home runs like Papers Please are also easy enough to praise from the consumer’s perspective, with the developer’s dedication shining through in the final product’s polish. While Tunguska: The Visitation (Tunguska) falls short of the remarkable heights of the indie hallmarks, it remains a notable effort by Rotorist Workshop.

Set in an alternate history where the Krasnoyarsk Krai region of Siberia became a hotbed for “treasure” hunters in the decades following the Tunguska Event, you take the role of an independent journalist sent to interview these hunters and investigate rumors of a miraculous cure-all. Despite the initially straightforward mission parameters, you quickly find yourself entangled in the area’s politics as you complete favors for locals while traveling between smaller, instanced segments of the Tunguska Exclusion Zone.

Although many NPCs remain ready for conversation, interactions outside of dedicated quest givers are barren. There is a veneer of a community in every hub area, but trying to talk to anyone outside of the main NPCs results in little more than repeated filler dialogue. Sitting around campfires sometimes yields a piece of gossip you can report to your sleazy boss in Manhattan for a chunk of change, but does little to fill out the narrative gaps in worldbuilding.

Quest completion rewards you with narrative tidbits that shed some light on the history of the Exclusion Zone and stories you can also report for better cash rewards. Quest givers occasionally throw in special items and inventory upgrades for your work, but notable rewards are few and far between. Thankfully, you usually stumble upon some fantastic loot while completing these favors (especially if you take the scenic route), making for some great emergent gameplay moments in otherwise run-of-the-mill fetch or kill quests.

The protagonist listens to the locals while sitting around a campfire in Tunguska: The Visitation. Sweaters are in because cold weather is arriving!
Give me the latest gossip that I definitely won’t sell out to my boss!

Unfortunately, the moment-to-moment gunplay you engage in during quests leaves something to be desired. Despite the satisfying feedback for landing shots, the default controls make gunfights an almost unplayable experience. I highly recommend switching over to auto-aim in the settings, as you otherwise waste even more ammo than your character naturally does with their shaky aim. Even with these changes, gunplay remains finicky, with shots often missing stationary targets.

This starkly contrasts with the human AI, which often has far superior accuracy or gangs up on you in the blink of an eye, shredding your health bar in seconds with focused fire. However, their distinct inability to flank or execute complex combat behavior makes it surprisingly easy to funnel them to their deaths. This gives Tunguska a nostalgic, early 2000s feel, where gaming the AI in this manner was fairly common, enemy firepower nonetheless feels over-tuned to compensate for this lack of complexity.

Adding to this frustration are some diabolical map instances that felt unbeatable. Ghouls—humans who have turned into blue, zombie-like monsters from prolonged exposure to the supernatural “Vistation” event— spawn freely in most hostile map instances, trying to overwhelm you with numbers alone to compensate for their limited attack range. This balance falters towards the endgame with the appearance of elite ghoul variants. Getting some key items requires engaging with these forces, but to say it’s a slog would be an understatement. Despite my best efforts to kite these elite variants into a zombie train, I frequently fell victim to their high attack range and absurd tankiness, despite my high-end gear.

The player gets attacked by lightning from an elite ghoul enemy in Tunguska: The Visitation.
Getting zapped was NOT part of the plan.

Skills and weapon attachments somewhat address the gunplay issues, but many of the skills should have been baked into the baseline gameplay. Consisting mostly of gun handling upgrades for different weapon classes, large overlaps in the early skills (lower recoil, better stability, etc.) make these upgrades feel like fluff more than meaningful investments of your hard-earned points. Looking at this in a positive light, early combat skills aren’t significant enough to hamper experimenting with weapon classes you haven’t invested points into. But then there’s the question of why these early skills exist, given their minimal impact.

Survival skills fare far better, with more varied aspects of gameplay like crafting, fitness, and serum (Tunguska’s version of potions) efficacy. Though I initially dreaded that these skills were a method of managing arbitrary, constantly dwindling resources typical of survival games, I was pleasantly surprised at Tunguska’s ability to strip away much of the tedium associated with these mechanics.

Basic bodily needs, such as hunger and thirst, are consolidated into a generous and slowly draining energy bar, which eating and resting easily restores. Radiation poisoning and T-Syndrome are the two big environmental hazards to manage, inflicting debilitating debuffs if left unchecked and requiring initially rare serums to fully cure. Health is the most difficult resource to get a proper handle on, as HP-restoring serums are your only source of recovery beyond taking a nap in a safe zone. The catch here is that these serums, due to their experimental nature, poison you with trace amounts of radiation for every injection. This small feature loops back to add an appreciable depth to the combat, rewarding forethought and supply preparation as much as your ability to think on your feet under fire.

However, skills that affect crafting and serums are so strong as to almost discourage engaging in these mechanics until you are close to maxing them out. Making stronger, more efficient consumables is one thing, but octupling production for the most powerful serums in Tunguska only brought out the worst of my RPG hoarding sensibilities. The fastest way of grinding all the points necessary to max these skills out is a dull affair of planting and harvesting plants (not too unlike iron dagger crafting in the early days of Skyrim), but ready access to console commands lets you skip the grind if it becomes too much.

A snapshot of the skill leveling menu in Tunguska: The Visitation highlighing progress on combat and survival experience.
Spend your points wisely.

Aesthetically, Tunguska excels at capturing the drab, post-apocalyptic vibe you might be familiar with from the Metro and S.T.A.L.K.E.R series. Admittedly, the color palette is a bit too brown for my liking, but the map instances make up for this with their unique layouts and landmarks. My only gripe was the oddly restrictive fast-travel system involving vehicles. The motorbike was the strangest to use, as you cannot travel too many map segments at once, despite the bike itself being able to go to most places in the game. As you can imagine, sitting through loads of loading screens got old quickly, which is especially frustrating when backtracking to home base for items you forgot to take from your stash.

That said, I wouldn’t be surprised if Rotorist Workshop is already acutely aware of these issues, as they are one of, if not the most, active developers I have ever seen. Steam forum posts generally get responses within minutes, from lending a guiding hand to newer players to sifting through copies of save files to debug issues. Though this doesn’t fully dull the blow of the aforementioned game design issues, Rotorist Workshop’s sheer commitment to improving the overall experience is inspiring. With a recently announced sequel in the works, I hope they can continue this energy into that project too.

Tunguska: The Vistation leaves a strong impression, though it’s not always the right one. It gets the more esoteric game-feel aspects, like combat feedback and satisfying exploration rewards, down pat, but struggles with fundamental design elements like control schemes and narrative. There is an undeniably large amount of jank in the game, which will either endear you to the experience or turn you off it entirely. Still, Tunguska is an enjoyable enough experience on its own that it’s worth giving a try to find out for yourself.

  • Graphics: 70
  • Sound: 80
  • Gameplay: 77
  • Control: 70
  • Story: 70
79
Overall Score
(not an average)

About our grading scale

Review by · July 18, 2025 · 3:00 pm

What do you get when you combine 2D Zelda-ish world design, cute coloring book mechanics and aesthetics, and a story featuring sincere depictions and reflections on depression and impostor syndrome? Turns out one of the most enjoyable, original, and impactful indie games yet made. I never got around to playing American-Canadian developer Greg Lobanov’s previous game, Wandersong, but I had heard some high praise for its appealing style and characters. Chicory: A Colorful Tale shares these strengths while marrying its core painting mechanics and narrative themes in a manner that’s effortlessly compassionate and truthful.

I’ve spent many years of my life as a graduate student. It’s hard to do that and not feel a degree of impostor syndrome at some point. Why would anyone else care about some niche interest that, for some reason, means the world to you? How are you supposed to live up to the legends whose work you’re building from? Why does external validation feel simultaneously necessary and irrelevant? Why am I so stupid to have spent so much time on any of this?

If you commit your livelihood to a creative pursuit, it better mean something to you. It better be because it feels like your existence depends on it. If you lose that essential drive that can only ever come from your own interest (however “senseless”) and determination (however “misguided”), it might start to feel like your entire life has no meaning and you have always been a failure.

The protagonist and Chicory float in a pool and reflect on purpose and motivation.
Chicory’s dialogue can get pretty real.

These are the internal conflicts that the character Chicory is struggling with. Chicory is a master painter who has inherited the legacy of the wielders—a lineage of intimidatingly talented artists who can use the legendary Brush. Every wielder in history has used the Brush to color the land of Picnic and so bring joy to its residents. Despite her artistic talent proving she can become the next wielder, Chicory has lost the drive to do so. She’s locked herself in the room many wielders before her have resided in, having evidently fallen into a depression.

So, Chicory is not our protagonist. Our protagonist is a cute, incredibly naïve, and somewhat dense little dog who works as the janitor in the illustrious tower of the wielders. You are encouraged to name the dog after your favorite food. Apparently, the canon name is Pizza. But I didn’t control no Pizza. My protagonist’s name was Pierogies, and I grew quite attached to them, so I will be referring to them as Pierogies for the rest of this review. And yes, pretty much every name in the game is food-related.

During a casual work shift, all the existing color is suddenly drained from Picnic, reducing the world to black and white. Pierogies decides to check in on Chicory and finds the Brush discarded outside her room. Having always idolized Picnic’s wielders and fantasized about being an artist themself, Pierogies picks it up, eager to fill in Chicory’s rabbit shoes. You can see portraits of the previous wielders lining the tower’s halls. They are stately-looking anthropomorphic animals—a visual far cry from Pierogies’ dinky appearance. You can try to color the portraits in. Chances are you won’t do them justice.

Image showing regular exploration of the game world.
“Spill paint, not blood!” is Chicory’s approach to gameplay.

Your goal as the would-be wielder is to return color to Picnic by your own hands and skills as a player (*gulp*) and to discover the source of the corruption that drained it. Along the way, you’ll encounter traversal-related paint puzzles on just about every screen for progression and/or collectibles (such as lost kittens or wearable clothing articles), making the most of the game’s Zelda influence. You’ll come across towns with vibrantly drawn and written NPCs that might give you modest quests. It all feels thoughtfully balanced and paced, and not a single bit of the map is wasted. There can be a fair amount of backtracking, but the small world size prevents it from ever feeling tedious. It also serves as a great incentive to color some more when you are confronted with your previous lazy work and think: “actually, I can do better.”

The prospect of being prompted to color in a whole game world might be intimidating enough for some players to steer clear of Chicory, yet it makes this interactivity feel consistently smooth and manageable. The Brush is always present on the screen’s canvas and movable with the controller’s right stick (or via mouse). You can intuitively swap its size or color, and hold the controller’s right trigger (or the mouse’s left click) to start painting. For each of the game’s distinct regions (forest, swamp, mountain range, etc.), you’re provided a palette of usually just three colors. This is an essential design decision that helps prevent overthinking things, gives each region its own visual identity, and keeps your progression through screens moving at a nice pace.  

Coloring the game’s world and objects can be as simply satisfying or painstakingly precise as you want it to be. Favoring the former, I would mostly use the area-fill function—which has a very pleasant audiovisual sensation—to paint in broad strokes. A color for the ground. A color for the sky or water when it’s there. Two colors for trees, buildings, and characters. Some contrast for smaller objects. It was enough to feel like I was having an impact as the wielder, however improvised and unremarkable. NPCs who commented on the job were often delighted just to see some color; at other times, they were… more honest in their assessments.

An NPC asks the protagonist if they put thought into their drawing, offering dialogue options in response.
Why yes, I actually did want to make that pool look disgusting.

The game’s most brilliant achievement is in how it contextualizes this coloring book premise through its narrative design. Pierogies is wholesomely (and sometimes painfully) oblivious to their lack of talent. For the first half of the game, they’re just doing their best while telling themself that’s enough. As Pierogies, I was a terrible wielder. I have no talent for the fine arts, and my coloring job across Picnic’s regions and interior spaces would probably earn me an E for Effort in Chicory’s art class. But that never felt disheartening given how both the game mechanics and story support this premise.

It’s easy enough to fake it when you’re mass-filling backdrops, but there are also parts of the story that require you to be more hands-on with your artistry. These include moments where Pierogies is supposed to demonstrate their expertise by recreating an existing artwork in a class, or is asked by Chicory to paint a portrait of her (no pressure…). The game did a phenomenal job motivating me to try my darndest in these moments despite my total lack of faith in my ability. While I laughed in embarrassment at some efforts, I felt a real, uplifting pride in others—like a first grader who managed their first meaningful drawing. I created an artwork exceeding my expectations that was playfully acknowledged in the narrative context. What a beautiful gesture on the game’s part.

The game’s OST is handled by the illustrious Lena Raine of Celeste fame. Her score in the overworld feels appropriately playful and natural—a reflection of the game’s regions and Pierogies’ innocent artistic mindset. The puzzle-filled dungeons in the corners of the map provide a stark contrast. These are ancient, important places to the wielders, but have become the primary sources of the corruption, manifesting as dark blemishes on the screen that cannot be painted over. As you descend into the dungeons, the music becomes moody, serious, and brutally anxious when approaching their corruption-manifested bosses—the game’s only moments of combat. It’s not hard to gather that the corruption is somehow related to Chicory’s troubled state of mind. 

A painting of the protagonist I drew when the game prompted me to.
Sadly, this might be the best job I’ve ever done drawing.

As you progress, you interact more with Chicory and past wielders, learning more about them, their history and relationships, and the psychological demands that their artistic gift/burden can cause. That’s not due to some impersonal supernatural phenomenon, mind you. It’s just the consequences of ambition and expectations gone wrong. Pierogies even ends up becoming more self-conscious about their abilities as events develop, and the drama escalates from there. Without going into spoilery specifics, the story is remarkably powerful in the empathetic portrayal of self-doubt, jealousy, and mental illness that unravels. 

If you’d prefer to have some help with the burden of being a wielder, Chicory has seamless drop-in co-op. Just connect a second controller and another Brush will pop up on the screen. While Player 2 doesn’t get their own avatar, since so much of the game’s interactivity is premised on painting they can participate in everything from puzzle-solving to simple coloring. My partner popped in on a few occasions, contributed some better visual detail than I ever managed, and dropped out when she had enough. It was easy, low stakes, and very fun.

Aside from the struggle with your own artistic limitations, Chicory isn’t a very difficult game. The puzzles are engaging and creative, but they are fun little obstacles rather than real head-scratchers. It feels like a considered design choice rather than any kind of failure in the game design. I would call Chicory a “cozy game” if I hadn’t developed a cynical, commercialized association with the term. A “cozy game” wouldn’t have such a visceral darkness underlying its comforting veneer.   

If it sounds like I didn’t find any fault with Chicory, it’s because I didn’t. If I had to nitpick something, it would be that the gamepad controls might feel too loose for players with more artistic ambition than me. Aside from that, everything about it coalesces into a seamlessly cohesive, authentic, and truly fresh experience. It’s one of my favorite games of the decade so far and one of my favorite indie games from any decade. I can’t guarantee it will have the same impact on you that it did on me, but as a product of inspired design and storytelling it is an indisputable artistic triumph.

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

About our grading scale

Review by · July 18, 2025 · 9:18 am

In his review of Dragon Quest XI, Tim Rogers described the Dragon Quest series as “hangout games,” where much of their appeal comes from spending time with the cast and soaking in their personalities. This concept informs much of my perspective on ensemble casts, especially when it comes to RPGs. Kotaro Uchikoshi’s AI: The Somnium Files games are not RPGs, and although Dragon Quest director Yuji Horii shares some fascinating history with AI‘s developer Spike Chunsoft, the two franchises share few immediate similarities. From where I stand, though, different genres can absolutely manifest different, but distinctly recognizable forms of “hangout” vibes.

No Sleep For Kaname Date – From AI: The Somnium Files is an easy example of what this looks like in a mystery adventure game. Most of my enthusiasm for playing it centered on its dysfunctional cast and their uniquely entertaining chemistry, carried over from the other Somnium Files games. Uchikoshi’s characters remain largely intact, as do the running gags and sense of humor, despite his stepping back to the positions of series director and scenario supervisor. The game also features a unique setup, with prominent supporting character Iris Sagan puzzling her way through a gauntlet of deadly escape rooms aided by protagonist Kaname Date, in the vein of Uchikoshi’s Zero Escape series. Despite this promise, No Sleep For Kaname Date ultimately lacks the intrigue that made AI: The Somnium Files both a great hangout game and an engaging sci-fi thriller. While its weak central mystery and bizarre pacing thankfully don’t sink the experience, it’s probably for the best that this remains a smaller side venture than a main series title. Fans will probably enjoy it, but hopefully, a more substantial offering isn’t too far behind.

Kaname Date lies down as he prepares to use the Psync machine to dive into a subject's dream in No Sleep for Kaname Date.
Date will be solving more puzzles in the real world, but the dream world is never far behind.

Part of the problem is tied directly to the game’s premise. Date’s mission to locate Iris before she’s killed by self-proclaimed reptilian Akemi’s escape room traps takes up the entire plot, and there are few significant developments that alter how he approaches the case. Instead, the plot is littered with interruptions. One of the major examples is the series’ signature Somnium sequences, in which Date uses a device called a Psync machine to dive into a subject’s dreams. From there, he directs his AI partner Aiba through these dreams to advance his investigation.

No Sleep For Kaname Date is a shorter game than its predecessors (my Switch playtime was around a dozen hours), so there are fewer Somniums to explore, and their placement is often ill-considered and arbitrary. These are still memorable segments, with the ambient soundtrack and surreal visuals bolstering them. But even with their off-kilter charm, an interesting focus on parsing dream logic over real-world logic, or compelling character beats, the Somniums’ questionable story relevance is an overall net negative.

Not helping matters is the structure and pacing of the mystery. Certain plot threads end up being tangential distractions with poor payoff, characters often make strange leaps of logic, and a frighteningly large number of Date’s friends withhold essential information from him for nebulous reasons. While I’m usually willing to defend characters who make questionable decisions, in this case, it feels especially contrived. And since many of them lead to the aforementioned irrelevant tangents, they don’t even make for good tension spikes.

One might expect some of the big, shocking swerves from prior games to salvage this aspect. The AI series is no stranger to idiosyncratic plot twists, after all. However, there isn’t anything too groundbreaking here. The story, despite its uneven pacing, is fairly straightforward, and any hints of a more complex explanation are more set dressing and false leads than they are foreshadowing. Details behind many story events are only revealed via massive infodumps later on. The best thing I can say about the narrative is that its failings aren’t so egregious as to render it completely incoherent or a total slog. If nothing else, No Sleep for Kaname Date‘s relatively lean length ensures that by the time it becomes clear how thin the narrative is, it will nearly be over.

Aiba wanders through a street in a Somnium, the gray concrete interspersed with green static
All things considered, I still don’t tire of Aiba’s crazy adventures in the Somniums.

Thankfully, the escape room sequences are genuinely fun and require a reasonable amount of thought, making for a fun callback to Uchikoshi’s work on Zero Escape, sometimes even borrowing aesthetic touches like sound effects from those titles. Some solutions might seem obscure at first glance, but all of them are ultimately fair. It helps that the rooms themselves are all striking locations that also maintain a distinct atmosphere from the surreal quality of the Somniums. Furthermore, since Date and Aiba are in contact with Iris and their banter is as strong as ever, there are plenty of fun character interactions.

While No Sleep For Kaname Date is shorter than the main Somnium Files titles, it’s just efficient enough to cram in an adequate helping of fun character interplay. While the more lewd jokes are somewhat tired, Date and Aiba’s barb-trading, with stellar performances from Greg Chun and Erika Harlacher, remains a selling point, whether it’s just the two of them or with the supporting cast. The rest of the voice actors bring the laughs effortlessly, bringing out their roles’ appeal regardless of how small or large their parts are. The game also gives Date the opportunity to interact with characters who debut in AI: The Somnium Files – nirvanA Initiative, lending a bit more weight to their presence in that title. And new characters like Psync Machine engineer Hina feel right at home with the established cast.

There’s also a bit more to the humor than just listening to Date shoot the breeze with his eccentric friend circle. Like the previous games, you can find some of the funniest lines by examining the environment, a practice the game further encourages by including multiple gag endings. While they become some of the game’s highlights through their sheer absurdity, they’re short, so don’t expect full branching stories like the other games. And if the main story doesn’t have enough banter for your tastes, there’s some post-game bonus content that expands on them a bit further and even has fun aesthetic callbacks to some of Chunsoft’s early work. Just be ready to revisit the Somniums to unlock them or grind for currency. It’s thankfully pretty quick if you’re just speeding through it, even if the novelty is lost on repeat playthroughs.

All of this does raise the question of how much a fun cast can offset an underwhelming story. While other games meet their narrative bar through satisfying stories with the opportunity to get to know a group of enjoyable personalities as a cherry on top, No Sleep For Kaname Date sits uncomfortably close to that bar. Whether it’s above or below that threshold may vary from person to person. I’m usually easier on media that has good characters and poor plotting than the opposite. However, judging this balance is more difficult when considering how deeply the two components are intertwined in the vast majority of stories, and how much initial expectations can affect overall assessment.

Kaname Date questions a waitress at a nautical-themed restaurant, asking "Where was the game supposed to be held?"
All your favorite characters and locations are back! Just as long as they don’t spoil the other games.

My advice is to temper those expectations. Treat No Sleep For Kaname Date as a chance to spend time with Date, Aiba, Iris, and the rest of the gang rather than a tightly written thriller. Admittedly, by lacking in the latter aspect, the game struggles to measure up to its fun and well-plotted predecessors; a problem likely to be magnified if this is your introduction to the series. So, despite the standalone plot, playing AI: The Somnium Files first is probably the best call. And if, after that playthrough, you’re aching for another hangout, the new elements in No Sleep For Kaname Date do lend it just enough of an identity to at least give it a chance.

This review may come across as more negative than intended, simply because there’s such a strong baseline to compare it to. No Sleep For Kaname Date has pros than cons for me because I have a preexisting investment in the aspects it carries over the most elegantly from the rest of the series. The cast, puzzles, and humor are undoubtedly its best parts, and the story’s issues are thankfully not so severe as to drag those parts down. I at least recommend it to fans of the series, just with a few asterisks.

  • Graphics: 80
  • Sound: 93
  • Gameplay: 80
  • Control: 80
  • Story: 60
73
Overall Score
(not an average)

About our grading scale

Review by · July 15, 2025 · 11:00 am

I can’t believe we finally have a complete set of the remastered Neverwinter Nights series.

After the accomplished rework of the original CRPG game, Aspyr has brought the classic follow-up, Neverwinter Nights 2: Enhanced Edition—a game some believed unlikely to make the journey—to modern devices. But now with a heavy +1 shield in hand, an ancient evil to destroy, and a band of rudimentary AI companions in tow, Neverwinter Nights 2 strides purposefully into the hinterlands like an old soldier with a newly polished set of armor and plenty of tales to tell. Yes, players may face the rather archaic Dungeons and Dragons 3.5 Edition rules and some cliched creatures and story beats, but they’ll have a bloody good time out there regardless.

Aspyr haven’t skimped on the basic package with Neverwinter Nights 2: Enhanced Edition. Alongside the base game, all three of the premium expansions (Mask of the Betrayer, Storm of Zehir, and Mysteries of Westgate) are included and remastered. With all the modules, options are now updated to provide greater control over the visual fidelity of the upgraded graphics, and there’s support for modern resolutions across the board. There’s also cross-play support, Steam Deck compatibility, and the promise of Steam Workshop mods in the future. Everything boots and runs smoothly; loading times can seem a little long, though this is something that tweaks to optimization before launch may well fix.

After the reworked intro movie and splash screen, character creation for the selected adventure offers a large range of options that draw from the 3.5 Edition rules of the time. This means there’s a wide range of class options (expanded from the original game) as well as a huge number of feats, spells, and race ancestries. Players can freely build everything from basic fighters and clerics to more nuanced classes, like swashbucklers and favored souls. Theorycrafters will have a great time min-maxing the heck out of every possible multi-class option and feat combo, although the opaque class systems still pose a significant barrier to newcomers. The remaster offers no additional class build tutorial, so it’s entirely possible to build a cool character who is mechanically weak in combat or social situations. The default difficulty is pretty unforgiving, and considering there’s no way to respec your PC or your companions, it can feel punishing for players who aren’t familiar with the ruleset or with experience in similarly crunchy titles.

An image outlining the feat list from the game and explaining what the 'Dodge' feat allows.
Time to find the old Players Handbook…

The original narrative remains untouched and, much like its predecessor, the story still doesn’t resonate too strongly. Players embody a young orphan from the small village of West Harbor who discovers a connection to a powerful artifact, the silver shard, and the looming threat of the King of Shadows. The path to understanding the shard and how it links to this ancient evil forms much of the heroic journey in and around the grand city of Neverwinter. There’s no sweeping social commentary here, but there’s something to be said about how the traditional story beats fit the system and the pastoral setting of the Faerun. It’s perhaps a reminder of where the genre was nearly twenty years ago. You’ll find plenty of incensed bandits, displaced refugees, and closed merchant roads as the story gets moving. Having said all that, the presence of githyanki in the narrative leads to some unexpected and satisfying connections to the most recent Forgotten Realms tale.

The vanilla game’s hackneyed moments notwithstanding, the writing and pacing remain effective, and the occasional voice-overs add verisimilitude even when some line deliveries are very flat. Heck, it’s a lot more traditional and internally consistent than some recent genre offers. In a manner akin to its earlier stablemate, Knights Of The Old Republic, Neverwinter Nights 2 does a much better job of writing and developing party companions, and it’s a pleasant surprise to remember the sequel allows more party companions than the lonely henchman system of the original. The morally reprehensible ranger, Bishop, provides a rich contrast to the do-goodness of the main plot. Others, like the wizard-spy Sand, are rooted in a deep sense of the world’s lore and history. Speaking of the audio, little else has changed. The sweeping orchestral soundtrack remains the same, and though it’s not one of the more memorable of the genre, it does fit the action seamlessly enough.

Once the familiar tutorial level of the core campaign spins up (the damned nostalgia of that village fair!), the camera options and reworked controls immediately stand out. Although it occasionally gets caught in ceiling rafters or shoved into a character’s cranium during large-scale combat, the camera generally behaves much better than previously. Graphics look sharp overall, with new textures, shadows, and luminosity bringing a noticeable boost. Foliage and water reflections show improvement, and the level of detail on smaller assets—chests, books, a cleaver embedded in a slab of meat—makes a real difference to the world’s vibrancy. Character clothing and facial details are equally crisp, aside from noticeable texture stretching. While performance is mostly stable, a few issues persist: occasional clipping, texture bugs, and rare instances where character models display grotesque distortions of their jaws and eyes. At times, upgraded textures give flat surfaces an oddly rounded or inflated appearance. New particle effects—like flaming weapons—add to the ambient detail. These enhancements don’t always carry over to the wider environment, as seen with the fireplaces and general flames still relying on basic animation loops. Overall, the remastered graphics succeed in enriching the world and revealing details that were either missing or obscured in the original. With time, it’s likely that some of the rougher visual glitches will be patched out as well.

Unlike the original Neverwinter Nights, Neverwinter Nights 2‘s zone areas feel smaller and more focused. While a few branching paths exist, they don’t offer the broader sense of discovery or exploration found in the first game or the even earlier spiritual predecessors. This is where the additional expansions shine more brightly. Their richer narrative nuance and the chances to travel through more varied locales—beyond simple druid groves and musty swamp caves—help elevate the experience. Given the party’s painfully slow movement speed, at least the zones don’t overstay their welcome. Still, the sluggish jog between locations to advance a quest chain is an unwelcome throwback to simpler times.

The PC and their party arrive at a pastoral village with a tropical aesthetic.
Something tells me we’re not in Kansas anymore.

Gamepad control has been added, and it’s mostly a positive experience. Some of the menu nesting and triggers take some getting used to—I lost count of how many times I hit ‘Back’ trying to open my party menu—but I spent most of my time playing with the pad. Setting up the hotbar is easy enough, and the spell and ability sections work well as an extension of the d-pad. Don’t expect much beyond these conveniences, though: there’s no option to run, and targeting enemies or objects still sometimes means dancing around like a lunatic when your party crowds around you or when multiple loot drops are in play. The age of the systems also shows in the lack of tooltips or right-click functionality. Checking gear and moving it between companions remains as clumsy as ever, aside from some basic drag-and-drop features. Unfortunately, you can’t edit gamepad bindings, so you’ll need to manage any inefficiencies in the control throughout the game or rely on keyboard and mouse, which work almost identically to the original Neverwinter Nights 2.

When combat begins, the real-time-with-pauses system kicks in, and you’ll find yourself selecting abilities from the hotbar and manically clicking on enemies to attack. You can adjust companion behavior, and they’ll try to make smart decisions, albeit with an irritating compulsion to trigger as many fights as possible in a confined area, or provoke pointless attacks of opportunity by changing targets randomly. Besides damage numbers, there’s not a great deal of useful feedback in combat either, unless you follow the logbook assiduously. Much of this comes down to the older elements of the UI: it’s not immediately clear how to identify or cure effects that reduce ability scores or stats, and the conditions for sneak attacks remain a bit of a mystery. Ultimately, I found that setting combat to ‘puppet mode,’ where companions respond only to direct commands, offered the most tactical control, though battles ran significantly longer. The challenge and complexity of the creatures and critters evolve over the story, and this serves to keep the combat varied through the mid- to late-game. There’s no doubt Act 1 feels like a bit of a slog through countless thugs, orcs, and undead who don’t offer much strategic depth. Despite these frustrations, the sheer volume of available strategies and actions is staggering, and it’s genuinely rewarding to carefully prepare for a tough encounter and emerge victorious.

Several different spell effects trigger during combat, including rays, symbols and walls of flame.
Good luck trying to parse the various actions, effects and timing here! But it looks and sounds cool!

As well as the social and combat challenges, Neverwinter Nights 2 retains a detailed crafting system for both equipment and alchemy. You’ll need to scour zones for recipe books, base moulds, and source the right components. With the appropriate crafting skill, a character can then use a workbench to attempt creation. Aside from a few basic puzzles and companion quests, the game otherwise sticks closely to the core elements of the 3.5 ruleset. There’s some limited roleplaying, but given the limited resources of the time, these options mostly guide players to the same point in the story rather than allowing for major deviations. There is a simple influence system to keep tabs on, where companions view your actions against their own moral compass, but it doesn’t have much effect other than unlocked conversations and the chance they may cease to travel with you. Combat is the primary focus, and there’s plenty of it.

The bundled expansion and adventure packs add more variety to the core systems. In addition to continuing the main plot, Mask of the Betrayer retains the extra abilities and the ‘spirit-eating’ mechanic from earlier content. The challenge remains as punishing as ever, but the expansion provides a different perspective on both plot and gameplay. The overland map in Storms of Zehir and the enhanced party customization and collaboration also contribute variety, though the story feels a bit tepid. Finally, Mysteries of Westgate returns to urban-mystery storytelling, adding another dozen or so hours of content.

It’s fair to say the whole package offers solid value. Completing every expansion and experimenting with different builds, narrative branches, and companion combinations provides dozens upon dozens of hours of content. Add in cooperative multiplayer and Steam Workshop integration, and it’ll be fascinating to see how much traction Neverwinter Nights 2 gains this second time around given the continued success of the original (and its remaster) within the modding and player-creation community.

This is now the best way to experience Neverwinter Nights 2 in its entirety—whether you’re new to the game or returning after breaking your old copy with countless incompatible mods and error-strewn patches. Gamepad support and enhanced visuals and audio bring it much closer to modern expectations, while the lived-in world and even greater range of character options offer plenty to explore. The expansions, included here with the same level of polish, significantly enhance the package. Yes, there are archaic frustrations that cannot be ignored, but they have a less significant impact on the experience as a result of all the other improvements. Neverwinter Nights 2: Enhanced Edition rekindles a game that never quite reached the heights of its legendary bloodline. But now, with a degree of acceptance and patience, it can step onto the stage with all the confidence of an old soldier, sharing stories of how adventures used to be. Are you ready to listen?

  • Graphics: 83
  • Sound: 80
  • Gameplay: 86
  • Control: 88
  • Story: 82
85
Overall Score
(not an average)

About our grading scale

Review by · July 13, 2025 · 3:00 pm

Actions speak louder than words, and they can even jumpstart much-needed conversations. The language of flowers embodies that sentiment, allowing for hidden meaning and symbolism behind the seemingly simple act of choosing a bouquet for someone. Such is the premise behind the visual novel Hanako’s Flower Shop, where the titular main character helps customers express their feelings through flower arrangements. It’s a charming VN centered around a recent high school graduate and her loving grandfather’s flower shop nestled within a close-knit community. I delighted in the game’s varied and diverse narratives while appreciating how thoughtfully and sensitively the title delves into serious subject matter. The plot’s beginning and middle portions are engaging, while the heartfelt ending made me tear up.

Hanako’s grandfather devotedly raised her after her parents moved away from their small city in Japan to live abroad, and helping him at the shop has been her lifelong dream. To help settle into the routine and find her rhythm, her grandfather makes Hanako take charge of the day-to-day activities of running the shop, all while offering a supportive shoulder for Hanako. It isn’t long before she comes into contact with many memorable customers, all wanting different things from the bouquets they seek to purchase. Can Hanako ensure the family business continues even as she tries to help those who visit it? What happens when an unexpected tragedy hits close to home? Hanako’s Flower Shop deals with universal themes of love and loss, joy and grief, pain and healing in equal measure. Because of this, the game has a content warning disclaimer that players should note.

To say more about the roughly twelve-hour plot would spoil it, so I’ll refrain. Suffice it to say, Hanako’s Flower Shop delves into some surprising territory at times, but it’s tinged with a sense of realism and care. There’s a core message that it earnestly wants to convey, and I feel it largely succeeds in doing so, given the game’s final moving portion. The realistic characters in Hanako’s orbit all have understandable situations and problems, some of which are easy fixes, while others aren’t. It’s endemic to what you come across in real life. The narrative manages to be both bittersweet and hopeful, as well as soft and powerful. Those with whom the story resonates will carry its poignant themes long after the credits roll.

Choosing the next activity to complete in Hanako's Flower Shop. "Work in the garden" is selected.
There is a plethora of in-game activities to help start off the day.

A game day in Hanako’s Flower Shop begins with Hanako preparing for what lies ahead and entering the shop. From there, you can do several activities: listening to the radio for helpful weather forecasts or mood-improving music; visiting the garden; taking a walk to gather flowers should the weather permit; ordering extra seeds or flowers with your funds; stocking up on emotion-boosting sweets at the candy shop; getting two young neighbor kids to retrieve extra flowers for you; or waiting for a customer to arrive.

Of course, like in real life, even excellent customer service cannot solve every issue with sympathy and well-intentioned messages alone. Some of the problems the customers bring inside the shop are too big even for the helpful Hanako to tackle, and sometimes she allows customers to vent. There’s also an emotion meter that factors into the gameplay. If Hanako makes a mistake at work, the emotion meter lowers. Eating sweets or listening to music helps recharge the meter so she can begin anew. It’s relatively easy to keep the meter high, given all the break opportunities you get on a given game day.

Restocking your supplies is vital to ensuring you always have enough of a particular flower to meet customer demand, though each procurement method has drawbacks. For example, the twins can only gather so much at a time, and their picks are random. There’s also the fact that you’re limited to seven bushels of flowers to carry during walks, and the different flowers available change constantly. The colors differentiating flowers during walks can be similar for various types, so you’re never sure what you might pick up. Any seeds planted in the garden take a few game days to grow before harvesting, and getting orders delivered to the shop also takes time. Managing the different ways to collect flowers can be especially tricky in the beginning phases when you don’t have robust funds and when things like the weather impact how often you can go outside. Hanako won’t go out to the garden or for a walk if it is raining.

The game’s bouquet-creating portion is when the language of flowers and communication generally become relevant. When a customer enters the shop, a conversation begins between them and Hanako. You must listen carefully to what’s said, picking up vital clues about what they’re looking for in their order. Fortunately, you have access to a notebook to highlight key words that you believe are worth remembering, and there’s a dialogue log as well, should you need to go over things in more detail. Hanako then begins creating a bouquet using her stockpile of flowers, all of which have three “flower language” descriptors applied to them that will be added to the bouquet’s inherent message/meaning should you add a particular flower into the mix. The descriptors and the bouquet message remain handily displayed throughout the process, so you’re never unaware. Once the bouquet is complete, Hanako gets a monetary reward for her work, and the entire process more or less repeats with a new customer until she calls it a day.

Creating a bouquet in Hanako's Flower Shop. Hanako's notes describe what the customer wants, with flower choices on the left.
Bouquet creation means listening and keeping notes on what customers really want to say.

Beyond the game’s flower shop simulation elements, visual novel mechanics also play a significant role. You play as both Hanako and her grandfather at different story points depending on the scene. What you decide and how you choose to respond to queries during these VN portions impact how other characters view you or how a future scene might play out. I was honestly very impressed by how often my choices came up throughout the plot, even after other things had occurred between them. Depending on how things play out in the story, the customers’ plotlines also evolve fascinatingly. Not only will they occasionally visit Hanako at the shop to tell her how things are going with them, but you also get lengthy and detailed letters from customers. It’s a nice touch that makes the world feel more lived in.

Because Hanako’s Flower Shop‘s story has an underlying message it wishes to convey, I’d say the game’s biggest weakness might be the copious amount of handholding to try and get players to the finish line. You’d have to work to “fail” at the game, as it provides numerous opportunities to restock supplies and improve Hanako’s mood. Yes, you do lose some points in the emotions meter should you make a mistake when flower arranging, but so long as you keep the emotions meter high enough, it isn’t a problem. Hanako gives you substantial clues as to which flower needs replacing and which substitutions would work. I imagine those wanting a less casual gameplay loop might find it too easy and forgiving. For the many initial tutorials, though, I found it extremely odd that the game doesn’t mention how to manually save (hint: the pause button in the corner of the screen is your friend!). Given the ease of the gameplay mechanics and the heavy realism of various scenarios, I feel Hanako’s Flower Shop has a story cycle best served by playing in short bursts rather than trying to complete it in one go.

Grandpa and Hanako have a chat in Hanako's Flower Shop. Grandpa explains that one cannot run a flower shop with no flowers.
Grandpa offers Hanako sage advice about running the flower shop.

Visually, Hanako’s Flower Shop is a mostly bright and colorful game with some creative and artistic reasons to go darker during specific story points. It isn’t a high-budget VN, but it creatively uses animation effects and expressive character sprites to counter that. The character designs are reminiscent of Studio Ghibli, beautifully conveying the characters’ reactions and emotions. The visuals are eye-catching and clever, helping convey the story’s emotional elements.

Soundwise, Hanako’s Flower Shop‘s BGM is lovely to listen to and helps players resonate with the emotional context of a given scene. I credit the game because it is fully voice-acted, with the English voice actors giving dynamic performances. The English script is easy to follow and understand, with only a few typographical errors and the odd occasion where a spoken line doesn’t completely match the dialogue text. Sometimes, the script’s English translation comes across as too stiff and formal for everyday speech, but it still manages to convey the emotions at work. The game’s entirely playable with just a mouse, so it’s easy enough to get into from a control schematic sense, even if you don’t have a controller for your PC.

Hanako’s Flower Shop is a VN that leans more into the simple side with its gameplay mechanics and overall presentation, but it has a lot of heart and a surprising amount of depth beneath the surface. Those looking for a more casual gaming experience that manages to bring a lot to the table in terms of thoughtful and universal narrative themes should give the title a chance. It communicates so much through what it says directly and what it has you inwardly think about, all in a language very much its own.

  • Graphics: 85
  • Sound: 83
  • Gameplay: 80
  • Control: 80
  • Story: 90
84
Overall Score
(not an average)

About our grading scale

Review by · July 11, 2025 · 12:00 pm

Covenant of Solitude is a KEMCO-published RPG from developer Magitec that was first released on mobile devices back in 2013. Now, it’s made its way to other platforms, including Steam. Covenant of Solitude unabashedly hearkens back to the 16-bit era of RPGs from the 1990s, but does it do enough to stand out among such a crowded field of retro-inspired games? 

Communicating with and summoning monsters is a rare ability that is misunderstood, feared, and exploited in Covenant of Solitude’s world. Those born with this power are called genies, and protagonist Fort is an orphan with genie blood in him. Fort resides in an orphanage in a remote village, where he gets bullied and outcast by its strongly anti-genie residents. His two best friends, a burly guy named Legna and a sympathetic girl named Elicia, protect and support him as best they can.

Life goes on until, in true RPG fashion, the evil empire razes the village, causing Fort’s latent powers to awaken. Unfortunately, Fort cannot fully control them, and tragedy befalls his friends as a result. Fort is then locked up in an imperial prison and sentenced to death. The day before Fort’s execution, a sassy demon named Wicca appears and offers him a new lease on life. With Wicca to help him figure out his genie powers, a skeptical Fort’s adventure of self-discovery in a war-torn land begins. Covenant of Solitude’s story may have an unremarkable premise, but it’s surprisingly dark and touches upon some heavy themes like prejudice. The game’s second half is far stronger than the first, thanks to some tense plot twists.

I admire the dynamic Covenant of Solitude has between emotional-roller-coaster Fort and Wicca’s cooler, more objective counterpoint to keep him grounded. Wicca is supportive and understanding, yet has a firm hand when needed. She also avoids the nagging and bickering typically associated with characters of her ilk, making her an ideal companion and my favorite character in the game.

Meeting Wicca in Covenant of Solitude. She's informing the protagonist (in a cell) that he can't die yet.
Meet Wicca. She’s the best part of the game.

The story, while good, has a rough localization that has not been updated from its original form. Conversations read awkwardly due to questionable sentence structure and word choice. The copy-pasted text affects non-story aspects as well. For example, one NPC talks about needing to use real-world money to buy “Solitude Points” to redeem for certain convenience items in a special shop (a.k.a microtransactions). Microtransactions do not exist in this version; you gain Solitude Points through battle.

Covenant of Solitude’s DLC does require real-world money, though. A few easy mode features (like a modifier to triple EXP gained) are available as paid DLC. I would have liked those easy mode features available in the base game, particularly given that many comparable retro-inspired J/J-style RPGs in Covenant of Solitude’s price bracket include those convenience options at no additional cost.

If you’ve played a retro or retro-inspired RPG of this style, Covenant of Solitude’s traditional gameplay is old hat. Progression and exploration consist of the usual town-overworld-dungeon loop with loads of battles throughout. Dungeons feel longer than they really are due to a high random encounter rate and some sudden difficulty spikes causing a need for level grinding. I finished the game in about 16 hours, but it felt longer than that.

A battle in Covenant of Solitude with the party casting a sparkling healing effect.
Prepare to battle a LOT.

Covenant of Solitude’s most interesting gameplay aspect is creating Fort’s monster companions using a simplified version of Final Fantasy V’s Job system. Monsters come in four classes (tanky Dragons, offensive speedster Beasts, support magic Fairies, and offensive magic Vampires) and can take up one of several jobs (Fighter, Healer, Thief, Wizard, and some hidden jobs). Approaching party creation similarly to how I’d create generic troops in SRPGs is fine, but because every new monster starts at level one, changing a job resets the monster’s stats back to level one, and the special job-change items are expensive, there is little motivation to make more than three companions at the very beginning to see you through to the end.

The menus provide all the necessary information an RPG fan needs, but navigating them feels clunky due to unintuitive arrangements. For example, the quest log is within the system menu. Why would the quest log be in the area where I adjust the BGM volume or screen resolution? It also doesn’t help that some interface tutorials mention using keyboard commands, yet I used a gamepad and had to peck and hunt to see which button performed the action the tutorial described. Items are not very well organized in battle menus and there are no sort options. I had to endlessly scroll through large numbers of filler items to find the ones I needed to use. The interface is not as bad as Shadow Madness messy menus, but it’s far from efficient.

Covenant of Solitude’s graphics are as basic as it gets. The tired engine used in many Magitec-developed KEMCO games does not look or run much better than games made using RPG Maker XP. I would have liked to see updated graphics in this re-release; a little HD sheen for 2025, at least. Character portraits feature an appealing, if generic, anime style. One stylistic choice I’m not fond of is that male versions of Dragon and Beast class monsters resemble animals, yet the female versions look like humans in “sexy animal” Halloween costumes. Fanservice is all well and good, but in Covenant of Solitude, it creates a nonsensically inconsistent look within the overall design context.

A female dragon in Covenant of Solitude
She looks too human to be a dragon.

The music is decent, 16-bit MIDI-inspired JRPG fare. Every piece of music is nicely composed and fits its intended action or environment. I can’t say any tunes will get stuck in your head to the point where you hum them throughout the day, but you won’t turn them off and substitute your own music while playing. Sound effects get the job done, but some sound effects, like the teleportation one, are unpleasantly shrill and piercing.

I genuinely liked Covenant of Solitude, but have a hard time recommending it when other (arguably better) games like it exist that offer a better value for the money. That this 2025 re-release of Covenant of Solitude remains relatively unchanged from its 2013 iteration is disappointing. The potential for a good game is there, but it needs a remodel to compete in a supersaturated and highly competitive market. Regardless, Covenant of Solitude always has the wonderful Wicca; she absolutely makes the game.

  • Graphics: 70
  • Sound: 74
  • Gameplay: 80
  • Control: 68
  • Story: 82
75
Overall Score
(not an average)

About our grading scale