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

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

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

Honestly, I kind of wish I hadn’t.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link running through a field in Tears of the Kingdom.

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale

Review by · December 3, 2025 · 6:00 am

Revenge is a road that never loops back to where you began. Every step pulls you further from the person you once were and closer to the one you may become. In Octopath Traveler 0, that idea shapes the entire journey. Your hometown lies in ruins, your family is gone, and the only thing pushing you forward is the hope that those responsible will face what they have done. Yet as you close in on the powers that rule Orsterra, the pursuit turns inward. Are you here to rebuild what was lost, or are you simply chasing a victory that will never feel like enough?

When you peel back the layers of Octopath Traveler 0, you find a tale that begins with a single act of devastation but expands far beyond a straightforward pursuit of justice. Three powerful forces shatter your life, and the path ahead seems simple at first. It is anything but. The deeper you push into Orsterra, the more the Divine Rings twist this tragedy into something larger. As mentioned in my preview, since this is a reimagining of the premise from Champions of the Continent, the familiar pieces are here. The three tyrants still embody Wealth, Power, and Fame, but Square Enix has reshaped these ideals to feel heavier and more personal.

The journey never reduces itself to mere vengeance. As you travel through the world, you rebuild the things that loss tried to erase. You restore your town, strengthen what remains of your identity, reconnect with survivors, and slowly piece together a future that seemed impossible in the opening hours. Recovery becomes as important as retaliation, giving the story a steady heartbeat underneath the conflict. Each path, tied to one of the three routes, digs into the flaws that shaped the villains you now face. Ambition, insecurity, and the hunger for recognition twist them into people who might have been heroes under different circumstances. Their humanity gives the story nuance and adds weight to every step you take toward them.

This is one of my favorite stories Square Enix has released to date, easily rivaling their best SNES titles. My main criticism is that the party interactions can feel a bit muted at times. With a total of 34 recruitable party members (not including the main character), the game occasionally suffers from the Chrono Cross effect, where characters are treated more like stats than personalities. Additionally, the second half of the game has pacing issues. Certain chapters drag on far longer than necessary, though the payoff makes the wait more than worth it.

Octopath Traveler 0 story scene with Auguste, the main antagonist in the Master of Fame storyline
Nothing like a little moral corruption to spark creativity.

Octopath Traveler 0‘s gameplay, however, leaves much to be desired. While the gacha system from the mobile release, Champions of the Continent, is gone in this version, poor character balance remains. Many skills feel completely useless, and there is little incentive to engage with most core mechanics. Nearly every boss can be defeated using the same few attacks. Even the break system, which is supposed to exploit enemy weaknesses to temporarily stun them and deal extra damage, is almost pointless, since you can easily win most fights without using it at all. As far as I can recall, only a few optional bosses actually required me to trigger a break.

I found myself defaulting to the exact same handful of moves against every single boss, hardly noticing their attacks or supposed weaknesses. Each boss might as well be a differently colored version of the same fight, like a figurative palette swap. The random encounters, by contrast, are literal palette swaps, with enemies recycled across areas and routes. In fact, by the end of the game, I was still primarily using the same attacks I had in the first chapter. Battles feel like a slideshow of déjà vu, with the systems designed to keep them fresh barely registering. The gameplay is a Swiss Army knife in theory, but in practice, you only ever use the can opener.

The job system exemplifies Octopath Traveler 0’s core problem: only a handful of jobs are actually worth using. After completing the game and earning the platinum trophy, I did a second playthrough to test this, and it became clear that trying different party setups accomplishes nothing. Experimenting just drags battles out and turns fights into a slog. You’re much better off just doubling up on strong jobs instead of having a diverse party. 

Regarding the dungeons themselves, the early areas are fairly basic, featuring a handful of treasure chests and a direct path to the boss. Later dungeons grow more intricate, as the final dungeon in each path introduces simple puzzles and some backtracking. It is nothing revolutionary, but it gets the job done. The original Octopath Traveler characters also return as playable additions. While a nod to longtime fans, they do not influence the story and feel shoehorned in, existing solely as optional party members. I found their inclusion a bit forced, as the developers had to convert them from their original gacha roles into permanent companions.

Octopath Traveler 0 inside the museum with a receptionist and a musician playing songs in the game
Hero by day, curator by night.

On a more positive note, the town restoration won me over in the end. I was skeptical about it in my preview, but it integrates with Octopath Traveler 0‘s story in a surprisingly brilliant way. By the time I had access to all the tools, I genuinely enjoyed shaping my own town. The gameplay features here feel especially meaningful, from gaining the ability to communicate with animals to unlocking the monster arena. While the arena could have offered a wider selection of monsters, I still appreciated just how far Square Enix pushed the town-building system.

I already praised the soundtrack in my preview, so at the risk of sounding like a broken record, the OST in this game is truly remarkable. Yasunori Nishiki and his team craft melodies that linger like the last rays of sunset over a quiet town. From the contemplative tunes accompanying exploration to the soaring orchestration in key moments, the music carries the story as much as any dialogue or cutscene. That said, some tracks can grow repetitive over the course of such a long game. In particular, the standard dungeon and random battle themes persist for far too long, though they do change as you reach later areas.

At this point, Square Enix has perfected the HD-2D style, and Octopath Traveler 0 is no exception. I am grateful to experience this world away from a mobile device, with every town as colorful and vibrant as I could have hoped. The later dungeons are much more visually intricate than the earlier ones, possibly because of their more oppressive or fantastical nature. This comes through in richer lighting and denser environmental detail.

Octopath Traveler 0 reminds us that what we chase often changes who we become. The game asks you to consider what it truly means to rebuild: whether it is a town, a life, or even yourself. I very much enjoyed this journey, particularly for its incredible story. However, I recognize it’s not a game for everyone, with its repetitive battles and remnants of its mobile origins. But for those who have the patience, this is an adventure well worth taking; just make sure you bring a comfortable chair and a strong cup of tea.

  • Graphics: 85
  • Sound: 95
  • Gameplay: 70
  • Control: 80
  • Story: 99
85
Overall Score
(not an average)

About our grading scale

Review by · December 2, 2025 · 12:00 pm

From Baldur’s Gate 3 to Critical Role to Stranger Things, the resurgence of fantasy-horror rooted in the 1980s Dungeons & Dragons zeitgeist continues to deliver a mix of standout hits and inevitable misfires. Drawing inspiration from the Duffer Brothers’ Netflix phenomenon, Kingdom of Night blends a touch of cosmic horror with a heavy dose of Hawkins-style storytelling, wrapped around an action RPG core that demands precise dodging, stamina management, and frequent reliance on random consumables. Kingdom of Night proudly embraces its retro ARPG identity. It doesn’t shy away from the visceral gore that defines the genre’s grimmer entries, nor from their occasional rough edges. It’s dark out on the edges of this town—exactly where the game wants you to be.

The narrative takes place across one night in 1987, when the quiet town of Miami, Arizona erupts into chaos, including the abduction of your neighbour. As John, you plunge into the night, carving your way through demons, hunting down cult members, and racing to save your friends before the darkness consumes the town. Kingdom of Night signals its televisual inspirations right from the splash screen, and the setting quickly confirms the parallels. High-school-adjacent character tropes? A mysterious cosmic evil possibly tied to a shady corporation? Shadow-soaked environments, thick mist, and copious shredded viscera? They’re all here.

To its credit, Kingdom of Night maintains this tone consistently, but unlike stronger entries in the genre, its characters and story rarely develop beyond what’s needed to move you to the next plot beat or boss fight. Most characters feel like quick sketches—a foul-mouthed bartender, a scatterbrained old woman, stock jocks and nerds—and their interactions unfold exactly as you’d expect. The dialogue reflects this simplicity, and several typos and a few dated situations don’t help matters, sometimes making the writing feel stuck in a bygone era rather than cleverly riffing on it.

Kingdom of Night’s art design is evocative, and its vibrant pixel art feels right at home alongside other Dangen-published titles. Wandering through dark streets lit by magenta ground fires or navigating neon green fungal blooms in the sewers creates a surreal atmosphere, even though the game is very darkly lit throughout. Character portraits take the form of simple 16-bit-style headshots—there are plenty of them, though few are memorable. Lonely stretches of plains and rocky scree gain tension from the minimal soundscape, where only footsteps, ambient effects, or the occasional thunderclap break the silence. A brooding musical layer ties everything together, leaning into synths, slow orchestral swells, and gentle plucks common to the genre, with a few standout exceptions.

Kingdom of Night's main character meeting some suspicious looking children in a dark, eerie scrapyard whilst a strange creature prowls.
Not sure this place is quite safe for you guys…

You’ll spend most of your time in Kingdom of Night roaming the bleak, shadow-drenched streets of Miami, moving between abandoned supermarkets, small town libraries, and everything in between. The sense of carnage and supernatural dread seeps through environmental details, character encounters, and quick sketches scattered across the world. Many of these moments lead to quests—some push the central mystery forward, while others send you hunting for item sets or tracking down missing high school friends. The quest structure feels genuinely open. After the initial setup, you’re free to explore wherever you like and tackle whatever catches your interest, limited only by your character’s level, abilities, and the strength of the enemies occupying each area. The overworld map and area mini-maps do a solid job of showing your location and highlighting enemies or points of interest. Before long, you unlock a fast travel system, which is a huge relief given the size of some zones and how slowly your character moves at the start.

Real-time combat in Kingdom of Night revolves around locking onto the nearest enemy with the left gamepad trigger (frankly, playing with a keyboard and mouse isn’t pleasant). From there, you rely on melee attacks, dodges, and parries with the other face buttons. Stamina management becomes essential—dodging and using abilities drain it—so strafing, retreating strategically, and kiting enemies around terrain features all become core tactics. Magic users gain additional area attack options that demand careful positioning and an awareness of cast times. You select spells through different combinations of the face buttons, and combat will pause if you need to review them. These classes take more practice to play precisely, but their ability to damage large groups of enemies offers a satisfying payoff. Overall, combat in Kingdom of Night feels enjoyable, and the controls are tight, even if your character moves painfully slowly at first, and selecting spells is not immediately intuitive. Once you get comfortable with lock-on targeting, spell selection, and well-timed parries, most frustrations fade away.

Enemies usually attack in swarming mobs, starting with slow-moving zombies and introducing variants with new attack patterns. These shifts force you to adapt your strategy—projectile-firing shades demand sharp dodges, while poisonous fungi can split on death and quickly overwhelm you with sheer numbers and lingering damage. The combat design leans into these synergies: shambling zombies aren’t hard to corral on their own, but they become far more dangerous when you’re also trying to stay clear of a shadow’s homing, missile-like attack. In the more chaotic encounters, the screen practically turns into a bullet hell. Flaming projectiles fill your view while you dodge charging mastiffs and hordes of zombies all at once.

Most of Kingdom of Night’s drawbacks come from its inventory and equipment interfaces. The Notebook tracks your basic stats and is where you equip a weapon and up to three accessories, but with no way to sort the flood of loot you collect—especially accessories—it quickly becomes tedious to stay organized. It’s easy to overlook items that could actually help you. Quest tracking poses similar issues. Kingdom of Night displays quests as a horizontally scrolling strip of reminders, each tied to an NPC portrait. If you’re juggling a dozen quests, you’ll have to cycle through all of them to recall their requirements—there’s no prioritization system or quest markers.

The notebook allows you to monitor your Muscle, Guts and Wits and equip a weapon and accessories. It also shows you your XP and class choice.
Nothing like a stats screen to work up a loot appetite.

This leads to a broader issue. Although the main thrust of Kingdom of Night is simple—and the “save the damsel” premise is classic—the sheer number of quests constantly distracts you from it. The game leans heavily into its sandbox structure, encouraging you to fight, loot, and explore without much narrative funneling. With combat so frequent, Kingdom of Night may work best when played in smaller sessions, where you complete quests days after you pick them up, thanks to stumbling across the right NPC or item on the far side of the map. If that’s your style, you’ll feel right at home. If not, you may find yourself less inclined to plod on through the dark streets.

Early in Kingdom of Night, your main character selects a class that shapes their ability list and influences how their Muscle, Guts, and Willpower grow. You first choose between melee and magic, then pick a more specific subclass. Class abilities link to a “keychain,” a visual system to represent how skills strengthen and evolve; as a result, progression stays fairly linear until the later levels. Each character level boosts your core stats and grants new abilities. You can raise health, increase critical hit chance and damage, or improve defensive resistances. These stats interact closely with the equipment and accessories scattered across the world, and it’s satisfying to steer your build toward heavy crit damage or stack Fear resistance in areas where enemies—and bosses—can panic you into wandering helplessly. Your primary stats also determine bonus damage for different weapon types and critical chance. Because lighter weapons attack faster, you’ll need to consider how to balance speed, damage, and your preferred playstyle to get the most out of your journey.

Kingdom of Night's John walks into a well-lit bar, with glasses just left on tables. There is no-one else there.
Can I get some service here?

Individual abilities reinforce these stat synergies. For example, one melee class can reflect damage back at an enemy after a successful parry, and the reflected amount scales with your Guts stat—making Guts a crucial attribute to monitor. A later ability in the same skill tree negates all damage from the first hit you take (with a lengthy cooldown), which created moments where I could charge in, parry confidently, deal damage through the reflection effect, and rely on the passive damage negation to keep me somewhat safe in crowded encounters.

Kingdom of Night supports both local and remote co-op. While I couldn’t test the remote option, local co-op significantly expands your strategic choices. With a second player, a mage can focus entirely on crowd control and ranged spells while a melee partner draws aggro. Having another set of hands also softens the game’s difficulty curve—Normal mode is challenging enough that you’ll burn through consumable food items regularly, and even then, some bosses are tough without precise mastery of each class’s core mechanics. Enemies respawn in most areas, and because zones often feel level-gated, you can farm them for XP if you’re willing to put in the time during the fairly lengthy campaign. Alongside the large maps and various collectibles, Kingdom of Night also hides a surprising amount of lore in scattered books and documents found in houses and other buildings. These articles go a long way toward fleshing out the world and reinforcing the game’s themes.

Kingdom of Night is a dark tale, steeped in nostalgia for its setting and story inspirations, as well as its action-oriented combat. While it won’t earn accolades for originality or deep character stories, the combat remains satisfying, capturing that “git gud” feeling of progress and mastery—especially when you combine abilities or play a class in ways its progression encourages. Kingdom of Night can be frustrating at times, particularly with inventory management and quest tracking, as the UI struggles to keep up with growing loot piles and multiple active quests. If you enjoy wandering through nightmare-infested small-town Americana at night, this is a realm worth visiting. If not, there are certainly stranger things to explore elsewhere.

  • Graphics: 80
  • Sound: 76
  • Gameplay: 78
  • Control: 73
  • Story: 70
75
Overall Score
(not an average)

About our grading scale

Review by · November 29, 2025 · 12:00 pm

Harken back to yesteryear with the Secret of Evermore-like Shrine’s Legacy. We’ve got 2.5D action RPG swords, staves, and spells slung about for 15 to 20 hours for your millennial enjoyment. Games’ve moved past the 16-bit era? Get off my lawn! Puzzles, exploration, collectibles, one spell in an arsenal of four that is completely busted, hidden walls, talking cats, adolescent dialogue, awkwardly forced swearing—Shrine’s Legacy has it all!

Rio, a teenage boy from a small village, dreams of saving a princess. Puh-lease. You’re dreaming small, bud. How about the whole world? Well, someone’s gotta get this sleepy country bumpkin out of his hamlet, and that someone is Aklor: armored, archetypal villain extraordinaire. This guy shows up and he’s after the Sword of Shrine. Wouldn’t you know it? Rio’s got the sword in a fancy glass case. And his last name is Shrine!

Our acne’d hero meets Reima, a mysterious girl who wants to help him, as she isn’t a big fan of Aklor herself. The two gallivant all over Ardemia (the world) in search of gems to power up the Sword of Shrine. Aklor wants those, too, but he also wants to kill the two upstarts. So, he does what all good villains do and sends his least capable general to thwart the progeny of an ancestor who already defeated Aklor once before.

Rio and Reima scoping out the desert in Shrine's Legacy.
Can’t be a retro RPG without distinct biomes.

Each of the eight crystals is guarded by a massive beast (boss) in a dungeon. These crystals grant spells to Rio and Reima, who can expend mana to assist them in battle. Nothing earth-shattering here: enhance their sword to heal, ignite enemies, freeze foes, etc. To get mana back, they have to smack enemies with sword or staff as if powering up a battery. Combat flows simply, as well, with players running around timing hits when enemies leave themselves exposed. Or you could do what I did and pop the healing buff to mindlessly beat enemies through their attacks. Surprisingly fun.

Ardemia’s full of hidden goodies, and the open world map design is one of Shrine’s Legacy’s best features. The world forks and hides paths tastefully, making it eye-catching and engrossing to explore. Spells can sometimes impact the world, so Shrine’s Legacy bleeds into the Metroidvania genre, as returning to old locations can grant passage to a goodie or secret shop. The world map doesn’t articulate exactly where players are unless they enter a dungeon, which provides a grid-based map to help players navigate the sometimes labyrinthine catacombs leading to a gem.

Functionally, exploring dungeons is the same as walking around the open world, but getting to the boss has a distinct feel to it. Most dungeons have a puzzle theme that uses a previous spell and can feel boxy in its design. Save points generously dot the map, which is consistent in tone with Shrine’s Legacy’s general difficulty. Aside from a couple bosses, the game’s fairly easy, but challenging enough to maintain one’s attention, and I played single-player.

Ice golem SMASH.
No one tell Sakurai about this, or Nintendo by extension.

For those flying solo, the inactive character follows the active one, and switching takes a single button press. I often did this when mana reserves got low or I needed to heal the ally because they were taking too much damage. As referenced earlier, the healing spell is kinda busted, but potions give players the opportunity to heal in a more traditional style for this kind of game. Crafting potions requires money and resources, which are somewhat challenging to accrue. Potions can also permanently grow stats with specific types of collectibles, though don’t expect any surprises here.

Sidequests keep the world feeling uniform as NPCs task Rio and Reima to lead them somewhere, meet them in a location, or hunt for a trinket. This gave me an excuse to revisit old locations with new powers, so while I was satisfying the quest, I also found new paths to tread; I imagine this is part of the intention of the sidequests: providing players purpose for backtracking and giving them plenty to do.

While the side quests are enjoyable from a gameplay perspective, the overall dialogue in Shrine’s Legacy is fine. Stylistically, I found conversations reminiscent of days of olde, but because the atmosphere matches a bygone era doesn’t necessarily make it good. Still, not every game needs sophistry or vocabulary-rich exchanges in an attempt at maturity. For a game that looks like Shrine’s Legacy, the young adult approach maintains consistency.

Reima petting a goat in Shrine's Legacy.
Unrealistic game. The goats aren’t trying to climb all over the humans and eat their clothing.

Distinctly 16-bit in appearance, Shrine’s Legacy was clearly crafted with care. Pixel art doesn’t have to be basic, and Shrine’s Legacy is evidence of that. Spells commit flair, locations are detailed in layout and unique imagery, hubs win the eye’s attention with varied decor, and enemies animate uniquely with no copycat foes. If this era is your thing, the visuals will win you over easily.

Similarly, the music capably carries the SNES (not Genesis) banner with playful, earnest beeps and boops. Ruins have a mysterious, eerie tone to them, while towns have the upbeat cheer one expects. Although the soundtrack doesn’t boast any standout hits or surprises, the music is expertly composed and complements the era’s feel with the use of modern hardware (again, not Genesis).

Unfortunately, Shrine’s Legacy isn’t a hidden gem or a sleeper hit for a few reasons. The chief reason is that games that lean heavily on nostalgia—like this one—have to be careful not to feel too much like old games. Old games aren’t made anymore for a reason. Most successful titles like this add elements that may not have even been possible thirty years ago; they feel retro while having modern sensibilities. If you’re a purist, Shrine’s Legacy’s going to scratch that itch just fine.

Multiple dialogue options for Rio as a girl presents him with a charm of some type.
Don’t friend-zone yourself like that, dude.

I also ran into a host of bugs and awkward graphical issues, such as walking into what should have been dense objects as my characters went completely under them. This has a cheap feel to it, and happened often enough to irk me a bit. I also occasionally got stuck in walls, the game crashed or froze, and quest progression was sometimes unclear. These happened infrequently enough for me to put them at the end of my review—and I have made grievances about this stuff at the start of some reviews—but still impacted my experience. We also hope developers will patch this stuff out, but not all devs will do that, sadly.

The other issue I have with Shrine’s Legacy is that the characters and world lack power. This part’s hard because making a truly impactful story that is worth people’s time and money is core to an RPG experience. I enjoyed the characters and world, but I know some will find these aspects largely forgettable. Rio and Reima grow together over the course of the journey and noticeable changes occur, but their personalities lack depth and unique voice.

Of the retro titles out there, Shrine’s Legacy is a cut above. Several games like this may feel like cheap-to-develop cash grabs, or like someone made them just to relive the old days but doesn’t know how to make a good game. I’m critical of this style of game. Despite its failings and mediocrity, I enjoyed my time with Shrine’s Legacy. A bit simple, a bit weak, a bit buggy, but full of outstanding map design, charm, and great ideas. I hope the developers find some success and make an even better game in the future. I’ll be waiting.

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

About our grading scale

Review by · November 28, 2025 · 1:29 pm

On paper, Sacred Earth – Reverie is the type of game I’d expect to enjoy. After all, it’s a VN/RPG hybrid with point-and-click exploration mechanics, fast turn-based combat, high replayability that builds on past actions, amazing battle music, and a rich story with colorful characters: all signs of a grand gaming adventure. Unfortunately, Sacred Earth – Reverie‘s well-polished armor has a few imperfections, keeping it from being a stellar experience, with one significant, frustrating weak point that almost made me drop it entirely for a time.

Sacred Earth – Reverie revolves around protagonists Cain and Abelle. You pick which one to play based on a personality dialogue choice in the game’s beginning portion. Our heroes were once successful knights until a fateful battle between the realm’s human forces and their sworn enemy, a powerful entity known only as the Demon Queen. The decimation from the battle disillusioned Cain and Abelle, leading them to abandon their knightly careers. So, they retire to the outskirts of human society until word reaches them that the Demon Queen is on the move. Burning with questions about the fighting’s purpose, they set off with a colorful cast of characters to do the seemingly impossible: ask the Demon Queen herself for the truth.

Kanna and Abelle are exploring one of the outdoor dungeon maps in Sacred Earth - Reverie, with a shoddy bridge highlighted.
Point-and-click your way to adventure!

That’s the main gist, though I’ll say the plot goes in some unexpected directions. The game’s worldbuilding is also impressive. It’s no wonder that, from a narrative stance, two of the inspirations for Sacred Earth – Reverie are Utawarerumono and Falcom’s The Legend of Heroes: Trails series. While the game does reference lore and events from previous Sacred Earth titles, I was pleasantly surprised by how easy it is to get immersed in the narrative without extensive prior knowledge. It provides a self-contained story that constantly evolves based on choices and actions made throughout the playthrough. There are multiple endings to uncover on the way to the true ending, and new scenes to peruse if you happen to play the New Game Plus version after reaching the end credits. The first time I played, I engaged in an optional boss battle that not only gave me an influential new party member for the endgame but also netted me a surprisingly different ending than the one I initially expected. I give Sacred Earth – Reverie credit for its constantly evolving narrative, which is not predictable and offers high replayability.

Sacred Earth – Reverie‘s exploration phases are point-and-click affairs. In town, you enter into conversations and event scenarios by picking them from the map, with some new events only opening up if you choose to see a prior one. The NPC narratives also constantly evolve alongside the main plot, helping the world feel lived in. You can also occasionally acquire sidequests that require you to enter into battles or find spots of interest in dungeons and gather materials to earn rewards. You equip weapons, armor, and optional stat-boosting accessories to your party alongside powerful elemental Ether Gems that provide ability and stat boosts to your characters.

In the dungeons themselves, you traverse by point-and-clicking over points of interest on a given section of the map. Each time you travel to a new area of the dungeon, you acquire more points on a danger/encounter gauge. Once the indicator is full, a random battle occurs, and you’re given options on how to deal with it based on your Travel Points. These Travel Points allow you to do things like re-roll for a different encounter, boost your stats before the fight occurs, or even retreat from combat before it begins. This system helps keep random encounters manageable, though unfortunately, it isn’t available for the myriad demanding boss battles over the course of the journey. I played the game on my Steam Deck, and Sacred Earth – Reverie is totally playable on the platform. However, I’d like to point out that it isn’t as controller-friendly as a mouse-and-keyboard schematic.

A battle is underway in Sacred Earth - Reverie, with Laineth's battle arts selected.
Battles are fast-paced affairs once they get underway.

The sheer difficulty of many boss battles is the frustrating point of contention I mentioned in my first paragraph. Even on lower difficulty settings, there’s a very noticeable spike in challenge when it comes to boss fights. Usually, bosses get multiple immediate turns to shell out massive amounts of damage. Depending on random luck, those turns can spell doom even before the fight properly begins. I lost count of how many times I restarted a boss fight because I got a game over before my party had a chance to counter. When they do get a turn, your party members aren’t awarded nearly as many moves as bosses receive, so fights feel largely one-sided. Boss battles should offer more challenge than regular fights and require more strategy to overcome, but this game’s hellish spike in difficulty is incredibly frustrating. Be prepared to retry boss battles often and scream profanities the second you make a miscalculation that turns the encounter into a wash. Given that retries seem expected, ideally, I’d have loved a retry option for boss fights right from the Game Over screen. Unfortunately, you have to backpedal and load a save from the main menu.

Visually, there’s a lot to praise about the game. The UI is clearly visible and eye-catching with large, easy-to-read text, and there are two different art styles to choose from at any point in the narrative. I went with Style A, but there’s nothing visually negative about Style B either. It boils down to your personal preference. The CG illustrations for key scenes and the pixel sprite art for dungeon exploration are nicely detailed and aesthetically pleasing. The art itself is vibrant and colorful, and all the characters are expressive throughout the story. I admit I don’t love several of the female character designs, in particular, and I could see them as potentially offputting to others who might be interested in the game, which is a shame given that other aspects of the visual direction are solid. That said, I know the character designs won’t be a dealbreaker for everyone, given the subjectivity of art and visuals in general.

Solomos, Laineth, and Kanna are reading up on important lore in Sacred Earth - Reverie.
The CG illustrations help highlight important story moments.

The game’s soundtrack is quite remarkable, especially this track and the many stellar battle tracks throughout. Hearing them over and over again was probably the best thing about the constant boss battle repeats! Sacred Earth – Reverie also has partial voice acting, and the cast delivers top-notch performances. The story script does have occasional typos, but given the title’s sheer amount of text, it’s mainly negligible and easy enough to correct in your head when an error occurs. However, I did notice that, while playing as Abelle, the game would sometimes address the protagonist as “Cain,” which makes me think Abelle was perhaps a later addition. This misnaming is rare, and the two protagonists’ personalities are pretty different.

Sacred Earth – Reverie is a game with surprising depth, held back in particular by a crushing difficulty spike regarding most boss battles. I enjoyed my time within its multilayered story, appreciating the various ways the narrative could evolve, but I also found some aspects of the game offputting. Gamers who can get past those hurdles and overcome the demanding boss fights that await could encounter a potentially engaging experience in Sacred Earth – Reverie.

  • Graphics: 82
  • Sound: 86
  • Gameplay: 70
  • Control: 71
  • Story: 88
79
Overall Score
(not an average)

About our grading scale

Review by · November 27, 2025 · 12:00 pm

Once viewed as nothing more than a disposable pawn, a young man becomes a powerful force for inspiration in a fantasy realm that is quickly losing its hope. Can he and his comrades secure lasting peace, or will their sacrifices prove too much to bear? Indie-developed The Tale of Relm is an opening salvo into an engaging traditional RPG plot, albeit with a few bumps along the way.

The beginning of The Tale of Relm serves as an introduction to a faction of soldiers known as the Crudo. These specialized soldiers, created at a very young age through mysterious and arguably nefarious means, are known for their emotionless obedience. However, the latest batch of Crudo trainees isn’t living up to the kingdom’s standards, so it’s decided to sacrifice them instead. Things don’t go as planned when one Crudo trainee survives the ordeal, spared from that fate only for a planned execution later for showing emotion and conscious thought.

Known initially as Red Eyes, his deliverance from jail and the executioner’s blade soon becomes a sprawling epic, throwing the very fate of all three of the land’s governing nations into chaos as they try to survive a looming darkness arguably of their own making. Toss in otherworldly beings with their own agendas and things get immensely heated, with Red Eyes’ quest to find himself becoming so much more.

An intense dialogue commences in The Tale of Relm.
This intro CG sets up so, so much of the plot.

I won’t say much more about The Tale of Relm’s plot, given that the story takes some interesting narrative twists and directions. However, I will say that many of the central characters who officially join Red Eyes’ party are likable and interesting enough in their own right, though they unfortunately don’t often get the story exposure and narrative insight I would have loved to see. Red Eyes and the offensive magic-casting princess Celes are definitely the most plot-focused characters, given their later developments and overall central importance, with Celes’ journey and outlook in particular going in shocking and memorable directions later on.

Yet, there are several standout ally characters whom I’d have appreciated seeing featured more prominently due to their distinctive designs and the few scenes they appear in. The game offers an intriguing perspective on the moral complexities in political and war narratives. However, I wish the game had explored these observations in a more nuanced and detailed manner than was sometimes presented in the game itself.

The Tale of Relm is very much a traditional RPG in terms of gameplay, with players taking on the role of either Red Eyes or Celes, depending on what’s going on in the story. You control a party of up to four characters at a time, partaking in turn-based battles against up to four enemies once you encounter an enemy sprite on the field. Each party member has a specialized job class and skillset with unique weaponry and equipment sets available to them. As you gain experience and level up through combat, you also acquire job points, which you can use to learn new class skills for a specific character.

The party takes on some foes with powerful attacks in The Tale of Relm.
Breaking an enemy in combat is always so very satisfying.

Both combat and equipment usage in The Tale of Relm are relatively easy to figure out if you’re at all familiar with other traditional RPG setups; however, there are a few unique notes regarding battle that can take some getting used to. For starters, each piece of armor you acquire in-game has an inherent weakness attached to it, such as an elemental weakness like fire or a weapon weakness like a dagger. These weaknesses mean that the damage inflicted upon a character with said specific attacks or spells breaks through a character’s shield points. Once their shield is effectively “broken,” the character is temporarily stunned and left open to double the damage.

Enemies also have inherent weaknesses and shield points to strategize around, meaning you’ll want to equip armor that won’t make you so susceptible to their offensive abilities. You also accumulate boost points every round that allow you to strengthen skills exponentially or even attack multiple times. Figuring out an enemy’s weaknesses and planning how to strike them multiple times to whittle down their shield points is vital to victory.

There are some cases where, depending on your party makeup, what gear you have equipped, and what skills you’ve yet learned, you might have a difficult time with fights until you discover an effective strategy, even if you use respawning enemies on maps to level grind. All of these factors combine to create a tactically engaging turn-based battle system.

Josef wishes Celes a happy birthday in The Tale of Relm.
This scene is probably one of the happiest in the game (it doesn’t last long).

While you can save anywhere when out on the world map, you have to utilize save points in dungeons, meaning that you should carefully plan your field traversing more. I found some of the dungeon and field maps to be confusing or tedious to navigate, but that often turned out in my favor, as it gave me an excuse to level up more while getting my bearings. Be prepared for a lot of backtracking, though, as there’s no fast travel component at play.

Graphically, The Tale of Relm features visually appealing, comic book-inspired CG illustrations for the more significant cutscenes. The pixel sprite work, backgrounds, and character art used during important dialogues are also quite eye-catching and pleasing to look at. The music, particularly the main theme, is quite atmospheric and fitting for the game’s fantastical setting. I also enjoyed the addition of partial voice acting, as the voiceover narrations for the beginning of chapters and one particular speech before a pivotal battle are both exceptionally well done. From a script-stance, the story’s presented well enough. However, while it’s easy to parse what’s said throughout, there are several noticeable typos and grammar issues to contend with.

A status screen for Mathilda in The Tale of Relm.
Strategy-wise, it’s vital to pay attention to your current weaknesses before stepping into battle.

The Tale of Relm is roughly twenty or so hours in length, but I feel I should note that it does carry the subtitle “The Awakening” in its save files. The reason for that becomes apparent when you reach the game’s “To Be Continued” ending. The cliffhanger is particularly upsetting since the story really begins to develop in interesting ways by that point, and I was eager to continue and find out what happens next, only to be met by the credits rolling. So, for those who want a self-contained tale, it’s worth taking note. I can only hope that whatever form the narrative continuation takes, it won’t be too long a wait.

The Tale of Relm is an enjoyable indie traditional RPG experience, provided you can get past its foibles and are okay with an ending that’s not yet conclusive. Developer EG Games consistently updates and patches the game, ensuring it plays smoothly. By the end of my playtime, I simply wanted to play more of The Tale of Relm, and I think that speaks to the title’s inherent strength of heart more than anything else. It’s a tale I wouldn’t mind diving into again.

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

About our grading scale

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

It was a dark day for the Atelier fandom when Gust announced that Project A25—the 25th Atelier entry—was a gacha game. While the franchise is no stranger to spinoffs, including Atelier Online: Alchemist of Bressisle for mobile, Atelier Resleriana: Forgotten Alchemy & the Polar Night Liberator broke new ground for the series, for better or worse. Not only was the game a free-to-play gacha, but it was also limited to mobile devices and PCs, which contradicted Gust and Koei Tecmo’s efforts to expand the series to a broader audience across multiple platforms. With a focus on crossover characters from previous titles buried in FOMO-infused limited-time banners, an oversaturated gacha market, and stripped-down systems and mechanics, Atelier Resleriana: Forgotten Alchemy and the Polar Night Liberator had an uphill battle from the start, and I say that as one of the few people who enjoyed it.

Slightly over a year later, the game went end of service in the West, leaving behind the hollow corpse of a game that still shambles on in Japan, yet leaves a coffin-shaped hole in the franchise for Western fans. It’s remaining local, even though the Atelier franchise is beloved by fans worldwide these days. Could the game be saved in any way, or is it better to move on to the next thing? Koei Tecmo’s answer is a mixture of both ideas, leading to one of the better salvage jobs in the industry. While not as impressive or on the scale of Square Enix’s Final Fantasy XIV: A Realm Reborn rebirth, Atelier Resleriana: The Red Alchemist & the White Guardian feels like a course correction, an apology, and a thank you to fans of the series.

Atelier Resleriana: The Red Alchemist & the White Guardian is a return to form in many ways. While the most recent Atelier series, Atelier Yumia: The Alchemist of Memories & the Envisioned Land, featured a deep and complex synthesis system with kinetic and chaotic battles, Atelier Resleriana: The Red Alchemist & the White Guardian takes a more simplified approach to alchemy and combat. The world is much smaller in scope, split into pockets and zones that are reminiscent of the PS3 and PS4 era Atelier games. Many of the ideas in Atelier Yumia were a bold step forward into the future, but Atelier Resleriana: The Red Alchemist & the White Guardian is a look back at the past, spanning the franchise in both roster and mechanics.

Atelier Resleriana screenshot of protagonist Rias gathering items in a field.
While exploration was on-rails in the gacha, players can now freely explore zones to gather, fight, and search for treasure.

Unlike the previous Atelier Resleriana title, The Red Alchemist & the White Guardian plays like a proper and fully fledged Atelier game. Players can spend their days exploring fields and zones, gathering materials, fighting enemies, crafting items, and managing their shop. All of these tasks contribute to the game’s primary goal: to restore the town of Hallfein. The Red Alchemist & the White Guardian focuses on town restoration, but there is no town building per se. Unlike the last crossover title, Nelke & the Legendary Alchemists: Ateliers of the New World, players aren’t selecting building placements or what said buildings have available for purchase. Instead, by investing money, completing tasks, recruiting fairies, crafting and selling new items, and so on, the town advances in levels as different districts undergo improvements. As the districts grow, so does Hallfein itself, and the range of shops and merchants available expands. Admittedly, I was reminded of Final Fantasy XIV’s Doman and Ishgardian Restoration projects more than anything.

The Red Alchemist & the White Guardian’s synthesis system is also quite basic at first glance. However, as the story progresses and Rias learns new recipes, a bevy of branching paths open up that often change the original recipe completely. The color-matching gift system is easy to understand, and the onboarding process gently introduces players to the alchemy system. Recipes have clearly defined branching paths, which allows players to plan ahead the moment they unlock new recipes. While the system isn’t as deep or complex as the Mysterious series’ color-matching or Atelier Yumia’s radius-based resonance system, The Red Alchemist & the White Guardian’s synthesis system feels right at home with the PS3-era Ateliers. Thankfully, the incredible number of quality of life changes over the years is reflected in the new system, ensuring players will find it easy to learn and easy to master.

Atelier Resleriana screenshot of the townbuilding UI, with Market Conditions highlighted.
While managing the town is a fun touch, it feels a bit restrictive compared to the last Atelier crossover title, Nelke & the Legendary Alchemists.

The gacha featured stunning visuals, ranging from beautiful vistas to gorgeous character designs. Graphically, the game appeared both high-budget and high-quality. While the character models in Atelier Resleriana: The Red Alchemist & the White Guardian match the previous game, the cutscene direction is a step up for the series due to the dynamic angles and scene layout. Animations look fluid and natural, emotions are easily discernible, and conversations flow naturally with a focus on facial expressions. The environments, however, appear much flatter because it allows free roaming about the zones, as opposed to the gacha’s on-rails exploration. This flatness is most present in the Dimensional Paths—strange dungeons that look and feel randomly generated. Dimensional Paths are fantastic spots for gathering materials, hunting down augmented foes, and scouting out faeries to help the town. They generally consist of small, flat rooms, yet they’re home to some of the more interesting and strange locales in the game.

On the narrative front, The Red Alchemist & the White Guardian is awkward, to say the least. Although it’s a sequel to a defunct game, it also serves as a standalone story, focusing on the fledgling alchemist Rias and her newfound companion, Slade. Naturally, the titular Resna and Valeria make their appearances, and the story references events in the prior game, but the two never join the party. As one of the few dual-protagonist games in the series, players can start with either Slade or Rias, yet their paths quickly converge as their goals align. Rias learns that her knack for alchemy can help her uncover the truth behind a tragedy that occurred many years ago. At the same time, Slade seeks to unravel the mystery surrounding the gauntlet his family left behind. Throughout the game, the two aim to rebuild the devastated town of Hallfein—a town generally abandoned by the nation’s capital following the aforementioned tragedy. Eventually, the story finds its footing as a solid and emotional tale about cooperation and helping those in need.

Atelier Resleriana protagonists facing off in battle with an enemy on a beach.
Combat feels slow at first, but eventually becomes a fast-paced mechanical freight train loaded with high explosives.

Until the release of Atelier Ryza: Ever Darkness & the Secret Hideout in 2019, mainline Atelier games featured exclusively turn-based battles. With Ryza, the developers began experimenting with real-time hybrid combat systems, focusing on timelines similar to Final Fantasy’s Active Time Battle systems. Atelier Resleriana: The Red Alchemist & the White Guardian takes a look back at the series, incorporating elements from former turn-based battle systems. The multi-action system, in which characters can tag in with combo attacks, feels like a mixture of Mana Khemia: Alchemists of Al-Revis and Atelier Sophie 2: The Alchemist of the Mysterious Dream. Additionally, Atelier Lulua: The Scion of Arland’s interrupt system makes a comeback with improvements, and Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings’s follow-up system soars, ensuring battles are flashy with constant progression. Timecards, found in numerous Atelier games, also make a return, allowing players to stack recurring attacks and effects across multiple turns.

Defensive play in Atelier Resleriana: The Red Alchemist & the White Guardian is more critical than ever. Whenever enemies attack, players can block with perfect timing to reduce damage and prevent status effects. Though it’s a far cry from Clair Obscur: Expedition 33‘s active parries and dodging, and even further from Ar tonelico II: Melody of Metafalica’s rhythmic timed defensive system, it ensures combat feels more engaging than mindlessly trading blows. At its peak, combat in Atelier Resleriana: The Red Alchemist & the White Guardian is both fun and rewarding. However, the onboarding process is incredibly slow. The first few battles in the game are a slog, as actions feel heavier and slower than they should, yet a tap of the L3 button speeds things up and makes battle snappier. Additionally, it takes quite a while to get the whole cast of six characters, and the multi-action system feels mostly unused until the fourth character shows up.

That said, the battle system shows its teeth with a notable challenge on harder difficulties, as well as an impressive variety of enemies in battle. Recent Atelier titles have left me wanting as far as battles featuring multiple enemy types at once. The Red Alchemist & the White Guardian requires strategy and thought for each battle. Foes may be immune to elements, physical damage, or cast devastating status effects and debuffs. Boss battles were the highlight of the battle system. I was happy to barely scrape by as I juggled taunts, time cards, perfectly guarded attacks, set up combos and follow-ups, applied a dizzying array of status effects, interrupted turns, and unleashed hell with an array of finely crafted bombs that tanked stats and shackled enemies.

Atelier Resleriana synthesis screen where protagonist Rias can create new items.
Creating bombs that blind enemies while paralyzing them and shredding their defense is easier than ever, thanks to a simple yet deep synthesis system.

As I’ve mentioned in practically every Atelier review, the soundtracks for each game are incredibly creative, emotional, and exciting pieces of art. For Atelier Resleriana: The Red Alchemist & the White Guardian, the OST is overall superb, yet it lacks standout tracks. In previous titles, I’ve gravitated towards any songs composed by Hayato Asano, given his mastery of the artcore sub-genre. Unfortunately, Asano is missing from The Red Alchemist & the White Guardian. Still, long-time series veteran Kazuki Yanagawa and Daisuke Shinoda—who worked on the gacha—have ensured the game has a solid, albeit a bit safe, soundtrack that sounds like a collection of all things Atelier.

There is a lot to love about The Red Alchemist & the White Guardian, but it’s not without scuffs and marks that further reveal the game is a salvage job. The cast of playable characters is dismally small. While six characters wouldn’t be an issue in any other Atelier title, The Red Alchemist & the White Guardian is a crossover title that features dozens of alchemists from across the series. Since almost all of the guest characters were playable in the gacha, the roster of six feels a bit lacking, especially when fan-favorites such as Ryza and Ayesha show up to help out. Additionally, the cutscenes, although laden with fantastic character models and grand vistas, feature a strange yellow overlay in daylight, meant to recreate the image of light beaming down. At night, this overlay is white, and while the intent is appreciated, it’s quite distracting and a tad tacky.

While The Red Alchemist & the White Guardian is an improvement over its predecessor, it doesn’t match Atelier Yumia’s bold steps forward. A lowered scope and lowered stakes return the franchise to a comfortable position, and that’s not a bad thing per se. It serves as a look back on the franchise. After taking a wild turn on the mobile gacha path, a step back was necessary to recenter the series and continue moving forward with the two Atelier pillars. Ultimately, the game feels like a greatest hits album that is missing a couple of those unique B-sides that stood out and tested the limits of the genre. Atelier Resleriana: The Red Alchemist & the White Guardian is a fantastic course correction and follow-up to the gacha, sure to appease series veterans, and an excellent starting point for new players to find their footing with the series.

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

About our grading scale

Review by · November 25, 2025 · 8:00 am

Since Capcom seems reluctant to bring Monster Hunter Wilds or even World to Nintendo Switch 2, Omega Force and Koei Tecmo are more than happy to pick up the slack for them with Wild Hearts S, a new version of their monster-hunting action-RPG that’s (as of right now) exclusive to the Switch 2.

You might assume that Wild Hearts getting a new version with its own title treatment and exclusivity on Switch 2 would denote a whole array of new features and additions to the base game to justify the new release, but the changes are mostly under-the-hood stuff, like balance adjustments to weapons and armour that optimize equipment for difficult fights against high-level beasts (or “kemono,” as the game calls them), as well as the pacing of some fights in regards to when bosses flee once they’ve taken enough damage.

That being said, while those changes are valid and help make the gameplay smoother, especially for solo and duo players, Wild Hearts S crucially adds an extra player, with four hunters able to band together against the game’s many bosses. This especially helps against some of the trickier later-game bosses that require more than two people to bring them down.

You see, going into Wild Hearts, I had assumed it was an entry-level monster hunting game for those intimidated by Capcom’s juggernaut Monster Hunter series for whatever reason (gameplay mechanics, UI, amount of content, etc.), and that’s primarily what attracted me to this game in the first place.

So, is that what this game is? Well, yes, and no. Wild Hearts is much more about the hunt itself than building up your character and crafting your equipment to ready yourself for the game’s many monster battles like the Monster Hunter games generally are. Wild Hearts S is definitely more approachable in that sense, since there’s less micromanagement with crafting and upgrading gear overall than in Monster Hunter World, for instance.

That doesn’t mean you can just steamroll through all the battles with whatever gear looks good for you, however. Like the games that inspire it, Wild Hearts S requires investment and commitment to stay on top, with a modicum of grinding along the way. Granted, that’s not as strenuous a grind if you’re just wanting a few basic abilities for a selection of your most-used weapons, but if you wanna start filling up those weapon trees, you’d best take to the game’s four zones to hunt and re-hunt their respective kemono for the appropriate parts.

A giant boar-monster roars in Wild Hearts S.
The game might not be a bore, but that certainly is.

What sets Wild Hearts S apart from its contemporaries most is its Karakuri system. Very basically, they’re an ancient form-changing technology developed for hunters’ use with multifarious effects. They can be used for traversal, defence, and offence, and break down into three categories: Basic, Fusion and Dragon.

Basic Karakuri are your standard kit that can be used for any situation; things like crates, springs and torches, where you’re not restricted in their use, and can apply them whenever you need. Crates are useful for an extra boost to climb a particularly tricky rock-face with limited stamina, springs are useful for dashing around a combat arena to get the jump on a kemono, and torches, beyond their normal use, can add a fire effect to your weapon to deal extra damage during battles.

Fusion Karakuri are offensive and defensive and used exclusively in battle. There are over a dozen of these across the game, with some that are of course more effective than others, depending on the kemono that you’re facing. For melee-centric kemono, you can deploy a bulwark to temporarily get a breather while you apply healing items, or a pounder to deal major stun damage to an enemy with one hit. For aerial foes, you can take them down with a crossbow or use a chain trap to bind them to the earth when they temporarily come in to land.

Finally, Dragon Karakuri are purely for recreational and quality-of-life use. Things like hunting towers help you narrow down the locations of all the kemono in a given area, and flying vines provide you with ziplines to help traverse great distances and over elevated areas that are otherwise a chore to get to.

You’re never limited in the options at your disposal during battles or leading up to them, and there’s usually a way around whatever kemono battle you’re struggling with, or to streamline a tedious task you’re on to upgrade a certain type of gear, or to hand in a fetch quest. The Karakuri system might sound overwhelming but Wild Hearts S is surprisingly good at doling these things out to you gradually as you move through the story, so you can at least get some familiarity with a few of the upgrades before you’re given the next ones.

All told, I was certainly more comfortable with the way player onboarding was handled in Wild Hearts S than in Monster Hunter World or Wilds, but perhaps that’s just me.

A large ravine is easily crossable with flying vines in Wild Hearts S.
Flying vines help you to shortcut the game’s more tedious-to-navigate areas.

Combat, on the whole, is certainly more fast, flashy and frantic than it was in any of the Monster Hunter games, and that definitely drew me into it more than anything else. You wield eight weapons in total: six melee and 2 ranged. Besides your standard katana and bow, you can eventually wield a clawblade, a light weapon that certainly exemplifies that “fast, flashy and frantic” sensibility more than any of the other ones, enabling you to grapple onto enemies and overwhelm them with sweeping spin attacks before retreating.

If you prefer the more slow and tactical approach, you can eventually wield both a nodachi and a cannon. The former looks more like Cloud’s buster sword from Final Fantasy VII and its attacks take more than a few seconds to hit, but will, of course, deal bigger damage per swing than any of the other weapons. The cannon is similar in that it won’t necessarily be useful on the faster flying enemies, but with some teamwork and/or the right use of some Karakuri traps, it can help dispatch grounded and stunned foes with an almighty blast.

However, since you can only carry one weapon with you at a time into battle, you’re forced to familiarize yourself with the weapon of your choosing. This decision is actually a boon for Wild Hearts S since, while it helps simplify the combat and makes it easier for you to pick a favourite out of the game’s arsenal, it also makes teamwork a lot more viable when fighting with three other players. Some weapons are more effective than others, so everyone has their part to play in each of the battles.

Many times in online games, lower-level players getting matched with high-level players can be intimidating and frustrating, often feeling as though one is clearly putting more effort in and getting more out of it than the other. Not necessarily here, though. With each of Wild Hearts S‘ kemonos having specific weaknesses, a lower-level player with a more effective weapon against a certain boss can easily contribute just as much, if not more so, than the high-level player in the party.

You don’t even need to worry about using the weapons if you lack confidence in your given skills and abilities. Thanks to the Karakuri system, you can easily play the supporting role by putting down armaments and defensive structures, or traversal tools to help the attacking players avoid damage. Wild Hearts S truly shines best as a four-player full party kemono-hunting experience.

A giant mountain-bear kemono in Wild Hearts S.
Yes, that is a mountain bear.

So where does Wild Hearts fall short? Well, unfortunately, it’s mostly thanks to the (as of now) Switch 2-exclusive Wild Hearts S edition. In my opinion, there’s just not enough here to justify the designation of an all-new edition, separate from the base game version. Yes, you can now squad up with four players as opposed to three, and that’s certainly no small thing. There are also a couple of balance adjustments to help make earlier fights against high-level beasts easier.

However, that’s essentially it. I don’t mean to sound ungrateful for what new additions there are here, but the four-player change being new for this Switch 2-exclusive version means there’s no crossplay multiplayer, so you’re stuck with the player base of this system. Koei Tecmo has yet to release data on the sales numbers, but I will say that there were only a handful of times where I was able to get a full four-player party throughout the roughly 30-hour campaign, which isn’t ideal for a game with that as its key selling point.

Besides that, the visuals are fairly dated here, despite the new hardware, looking closer to the base PS4 version of the game than anything later. Wild Hearts S can be a very pretty game under the right circumstances, so it’s a shame that it’s not able to look its best on Switch 2. Not only that, but be prepared for frame drops galore here, with a relatively steady 60 only being achieved in the smaller hub areas. Otherwise, it bounces all over the place. It’s definitely playable still, but if you’re a stickler for uneven frame-rates, you’ll really struggle with playing this at times.

There are a couple key issues that are holdovers from the base game, like the largely shoddy English voice performances. For every character that sounds decent, there are a couple more that sound very unnatural and phoned-in. It may well be down to mismanaged voice direction, but if you’re playing Wild Hearts S purely to experience its so-so story, it could take you out of your immersion at times. Otherwise, if you’re looking to play this as a strictly solo experience without dipping your toes into multiplayer, and you’re not a Monster Hunter series novice like I am, you may want to open yourself up to partying up with others, as these kemono fights are no slouch.

Overall, I do like Wild Hearts S as a faster and flashier alternative to the games that inspired it. It may not be as newcomer-friendly as Monster Hunter Wilds seems to be, but it’s still a fun time, especially if you’re coming off of that game and looking for something slightly different. It’s a shame that this new Switch 2 version doesn’t offer quite enough to justify the purchase, but if you’re looking for a fun, yet flawed, Monster Hunter clone to play on the go, there’s enough here to scratch that itch.

  • Graphics: 50
  • Sound: 70
  • Gameplay: 75
  • Control: 80
  • Story: 60
65
Overall Score
(not an average)

About our grading scale

Review by · November 22, 2025 · 3:47 pm

Glenn A. Rudy III and Yumi Makita were two students at Penn State Harrisburg who quickly became friends. Early on, they decided to write a text translation for an obscure Sega Saturn tactical RPG called Wachenröder. The project stalled early when their friendship blossomed into love. Eventually, they managed to reach their goal and delivered this translation to the GameFAQs library. In contrast to this sweet love story, the beginning of Wachenröder is grim and tragic.

“It’s raining again. Damn the rain!” laments Lucian as the polluted precipitation pelts the panes of his place. “There is no God,” he thinks as he reflects on his own relative health while his twin sister lies at death’s door with a disease the dastardly deluge dealt her.

What a strong start. Not only is Lucian’s desperation and frustration sharply evident, but this moment (and almost the entire lengthy opening sequence) breaks the sacred “show, don’t tell” rule of narrative as it recounts Lucian’s fighting in an illegal fight club to earn money for his sister’s medicine. These brief paragraphs are conveyed in such an effective way that I couldn’t imagine it being more impactful, even if they showed those events or let you play them. You could make nearly an entire different game with these off-screen mentions. Yet, the game and Lucian sweep all that away and make it feel like a distant memory because Lucian just returned home to find an empty bed in his sister’s room. All that effort, all that pain, and none of it mattered.

There’s more to say about the plot, but gameplay-wise, Wachenröder is at once a refreshing take on the isometric turn-based tactical RPG and a baffling one. It strips away any need for equipment, grinding, and exploration. Like many games of its type, it’s a linear journey through battle sequences broken up by dialog, but it’s a zippy affair that never overstays its welcome and is easy to play in short bursts. Wachenröder‘s total lack of difficulty enhances its short-session friendliness. You encounter opportunities to upgrade your equipment and purchase consumables, but I never once used a consumable in battle, and I stopped buying equipment halfway through. As far as weapons go, it seems only your main character earns new weapons, and only through story events.

A character with a futuristic punk haircut and red jacket with silver shoulder pads speaks before a battle in Wachenröder.
The characters look cooler than they act.

There is the skeleton of tactical systems in this turn-based strategy RPG: you benefit from flanking your enemy, utilizing elevation, and exploiting environmental bottlenecks, but as long as you have at least one character who uses their infinite healing move — which takes very few action points and therefore can happen many times during a single turn — and keep your main character safe, Wachenröder is a breeze no matter how tactically careless you are. In this way, it may be a decent entry point for newcomers to SRPGs.

The only real mitigating factor to absolutely wailing on enemies is the rudimentary heat management system. When you attack an enemy, you can press down on the d-pad to rev up your weapon. The more power you give it, the more damage it deals, but also the more heat it produces. The hotter your weapon gets, the less you can rev it. Additionally, you have access to an “Over Steam” special move that does massive damage, one-shotting the majority of enemies in the game, at the cost of yet more heat.

There is no notion of MP or any resource governing the use of your abilities. Everything relies on Action Points, which replenish every single turn. This makes “Over Steam” the right choice in most situations. About one-third through the game, you receive a number of godlike party members who are available for most of the missions and leave you little reason to replace them with others. However, even many of the normal characters can one-shot stage bosses all the same, so there’s little need to worry about who you bring with you when given the option.

It’s not every day you come across an isometric tactical RPG serving as a power fantasy, but Wachenröder fills that niche and can be refreshing because of it. Often, you can fight your way through stages in less than ten minutes. Only one comes to mind that provides any challenge at all, and that challenge is external to the combat. Instead, it has to do with how quickly you must achieve your objective.

Wachenröder gameplay with a leve 19, sword-type character that has 32 action points highlighted on the grid.
Let’s get tactical.

As refreshing as a game like this can be, it’s impossible to deny that the lack of challenge ultimately points to a lack of depth. Disappointingly, much of Wachenröder feels unfinished, and the most pointed evidence of this is how quick and uninteresting many of the combat stages are. Many rely on switch-flipping and basic spatial puzzles that add nothing more than minor tedium. The utter lack of balance in combat is also a real head-scratcher. Your party’s ability to kill most enemies in one or two attacks and the unlimited healing specific characters can bring to a fight mean that the biggest challenge is finding the right switch to activate at the right time.

The unbelievably rough graphics further contribute to this unfinished feel. I never get too bent out of shape about the brown-grey color palettes of games from the 2010s, but Wachenröder is greyer and browner than most about a half-decade before that look was hip. Credit for being ahead of the curve, I suppose, but the most noteworthy thing about Wachenröder‘s visuals is how unpleasantly grungy it looks, or how the four camera angles you have access to on the battlefield all manage to get in your way more than they help you. Even the static images depicting cities or landscapes during some story segments fail to present anything particularly pleasant. The “Over Steam” attacks are accompanied by brief 3D animation cutaways like in Fire Emblem, which while truly dreadful to behold, carry a charm in their sheer, suffocating awfulness. On the other hand, the music is a strange mix of synth and modern instrumentation with orchestral elements that, despite being weird, quickly fade into the background.

Similarly, as refreshing as the beginning of the narrative is, it almost immediately sails into safer waters and, ironically, sinks. The absolute blunt force trauma of the opening lines uttered not by an optimistic young future hero, but a desperately miserable and cynical youth, moves sharply into a scene that expresses his desperation through his murder of a stranger. This leads to the aforementioned “tell, don’t show” sequence briefly detailing his short career as a combat athlete, culminating in him coming home with prize money for his sister’s medicine, only to find she’s no longer there. The off-screen scoldings of Lucian’s father, asking where he was and why he wasn’t by his sister’s side in her last moments, really make you believe you’re in for something special.

Javelin skatebording on a red background for more damage in Wachenröder.
Yes, he’s obviously riding his javelin like a skateboard for more damage.

In a cruel twist for players interested in a uniquely brutal story, the tragic and violent beginning settles into a much more predictable tale of ousting an evil dictator to restore the righteous monarch to his perch. This is a painful irony given the anarchistic leaning the beginning suggests. The political environment of the nation the game takes place in is fun enough. It features an indigenous people who protect the forest, contrasting with the extractionist industrialists that govern the polluted cities you visit, but unfortunately doesn’t provide anything unique in tone or substance.

Thus, not many of the scenarios offer much in terms of narrative. Some of the characters are fun, but few stand out. For the most part, who they are when you meet them is who they remain when you leave them, and although a few of the more experienced, competent characters — the ones who do most of the talking — are intriguing, the rest of them fail to inspire much interest.

Quite often, I find a certain intrigue in games that are difficult to recommend. I’m uncertain about Wachenröder, though, as it almost seems to be the opposite scenario. In light of the spectacular first fifteen minutes, which promise an experience it cannot deliver in the end, Wachenröder must be classified as a failure. I have a strong urge to recommend it anyway. There isn’t a Final Fantasy Tactics-style isometric tactical RPG anywhere that’s this easy, or rather, gives the player such an outsized power fantasy without extensive theory crafting or min-maxing. I largely had fun playing Wachenröder because there is a rare sort of glee that comes from setting up and knocking down big-talking bad guys in a game like this. It’s a disappointment in key ways, but at times it’s hard to put down. It’s not essential, but it’s a baffling curio, and sometimes that’s enough to keep one engaged for longer than one might think.

  • Graphics: 60
  • Sound: 60
  • Gameplay: 70
  • Control: 70
  • Story: 70
68
Overall Score
(not an average)

About our grading scale

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

Once more, a western wind blows across the realm of Filgaia. Once more, developer Media.Vision has presented a flawed but brilliant gem of a JRPG title with Wild ARMs: 2nd Ignition (1999 in Japan), or, as we Westerners plainly know it, Wild ARMs 2. By the time of its English release in 2000, Wild Arms 2 was pitted against a titanic legacy of JRPGs (on arguably the greatest JRPG-machine of all time, the PlayStation), so its traditional gameplay sensibilities and modest visual style did little to stand out against its more envelope-pushing contemporaries. With the PS5 remaster two and a half decades after release, Wild ARMs 2 delights with its mechanics and music, but frustrates in equal measure with its stiff translation and odd pacing. It will ask of you: What is a hero? Is the sacrificing of lives truly necessary for peace? And just what the hell are these lizards saying?

The world of Filgaia returns as the setting, now more aesthetically fulfilling the series’ promise of a fantasy/sci-fi Wild West. This continuation is really in name and concept alone, as the layout of the world map is completely different, and there are only occasional visually overlapping references to the first game, though I much prefer the presentation here. Formerly chibi characters are now slightly elongated sprites on isometric 3D environments, similar to Final Fantasy Tactics, including the ability to swing the camera fully around you with L1/R1, which becomes necessary for many hidden puzzles and details in the world.

There’s a surprising legacy around Wild ARMs 2 being ugly, yet I think it holds up far better than many PSX games—it’s full of bright, warm colours evoking the high plains of the American West, the characters are anime-cute without being deformedly so, and the towns are diverse and rife with details imbuing them with a personality only implied in Wild ARMs 1 (which was truly ugly as sin, like trekking through a cat’s litter box). My only complaint is that the many dungeons, though each has a unique visual palette, are rather boxy and featureless compared to towns. But if you’re worried about getting lost in camera spinning, there is a constant red compass pointing northwards that keeps you from getting lost when, say, returning to the dungeon screen from a random encounter battle.

Wild ARMs 2's battle screen. Three heroes face off against two small, green dragons in a stony mine.
Something about this dragon screams, “Eyy, let’s get ’em boys!”

Filgaia faces a demonic, otherworldly threat once again that remains obscured for much of the thirty-something-hour story. The first disc (of two) focuses on a much more grounded struggle against Odessa, a technologically advanced terrorist group seeking world domination…or something. Like Wild ARMs 1, you begin by playing the individual prologues for three main characters: Ashley Winchester (fantastic name, though not quite Rudy Roughknight), a blue-haired gunslinger seeking to protect his humble life in the town of Meria; Lilka, a clumsy crest-sorceress tired of living in the shadow of her talented older sister; and Brad, a war hero-turned prisoner who is good at kicking stuff. The cast of three gradually expands to five (plus a hidden sixth character), each of whom gets a fair spotlight throughout the story and feels viable in the three-person battles against the numerous monsters of the wilds. There are echoes of Wild ARMs 1‘s cast, both in character roles and puzzle-solving tools (collectible abilities like fire wands, bombs, and hookshots).

A mysterious benefactor, Irving, recruits the main cast into his private militant group, ARMS, which seeks to step beyond the bureaucracy and petty squabbles of Filgaia’s kingdoms to protect the world against Odessa and the dark magicks they herald. The story essentially sees you reacting to and defending against Odessa’s movements, with Irving briefing and sending you around the globe on brief missions. This allows for some swings and surprises in the plot, but the mid-game dragged on for me for multiple reasons: the trivial difficulty and the terrible, horrible, no good, very bad translation.

A bespectacled villain in Wild Arms 2 taunts the party from a nearby rooftop. He speaks a poorly translated sentence.
Finally, villains with relatable problems!

Let’s start with the difficulty. The first Wild ARMs was challenging and filled end-to-end with finely tuned, nail-biter boss battles. Until the hidden superbosses in Wild ARMs 2’s excellent open-world endgame, I don’t think a single character of mine was downed once. New to the game is the Personal Skill system, in which each character gains a PS point when levelling up that can bolster stats such as Physical and Magical Attack and Defense, reducing many enemies’ attacks to a whopping “0” damage.

Then, the HP Up Skill, which grows your health pool with each level, dramatically tanks up your characters if you take the skill early enough. And that’s not to mention using Lucky Card items to double XP from bosses! To min-max and break the game requires only basic engagement with its systems. Random encounter enemies go down in one physical attack (even from mage characters), and bosses can’t come close to Lilka’s (and later the summoner character, Tim’s) healing output. I did have a constant positive outlook on this, though: Wild Arms 2 would still make an excellent first experience for JRPG newcomers. When I finally reached the final dungeon and subsequent endgame sidequests, the battle tuning finally clicked—I even pulled my first all-nighter in over a decade, joyfully cleaning up the world map of its most valuable treasures and most frightening bosses.

I must address the translation. So, living in Japan my whole adult life has steeled me against bad English phrasing. I can, for example, laugh at and be charmed by the odd English lines written on my laundry hamper: The memories of yesterday are a laundry today. I’m going to be happy. If I tilt my head a bit, it’s even profound. Now imagine reading this kind of pseudopoetic drivel for thirty hours. That’s Wild Arms 2.

It starts out simple and innocuous enough, but as the game’s thematic content grows in complexity and characters begin longer and longer diatribes on themes of sacrifice and heroism, the translation becomes increasingly unintelligible, gutting the story and characters of the maturity and depth that’s handled fairly well in the native Japanese. Wild ARMs 1 made cutesy little mistakes but was wholly understandable and affecting with its writing; Wild ARMs 2 is verbose, heady, and utterly inane, to the point where late-game characters like the demon hunter Kanon’s motivations bounce completely off me. I couldn’t understand the intention behind dialogue seventy percent of the time. Simply said, this game deserves a retranslation, and the original English script belongs in the bowels of Hell.

The mage Lilka talks to a woman in a library who is eager to share her knowledge. Lilka refuses.
Aptly summarizes my feelings towards the game’s philosophizing.

Let’s pull back to the many strengths. My biggest annoyance with Wild ARMs 1, the incessant and unrewarding random battles, is completely fixed in 2! The random encounter rate is vastly reduced and telegraphed by an exclamation mark bubble (“!”) with the ability to cancel it with a button press—unless the bubble is red, indicating an ambush. The more you shirk battles, the more likely the bubbles will come. The monster designs, too, are hugely improved over the polygonal eyesores in the first game. Bosses have straightforward yet attractive designs, including multifaceted sections you can destroy for extra XP. Random battles are quick, and the shared XP even to non-active party members is generous, meaning you can focus on the many puzzles in dungeons. The puzzles are solid and varied, incorporating logic with the three tools unique to each character. There are a couple of classically annoying JRPG “teleporter puzzles,” but combined with the low enemy encounter rate, it’s never too daunting.

The obscure story progression triggers in the first game are here replaced by a communicator device between your party and Irving, who directly points you to your next objective via compass directions. In terms of abilities, MP doesn’t drain with usage of spells and skills, but rather increases through giving and taking damage, meaning rather than returning to towns for inns and items, you can keep battling and exploring to fuel your healing spells. And while the first Wild ARMs’ gunslinger, Rudy, was a silent protagonist, 2’s hero, Ashley, is opinionated and full of pathos, further complicated by his battle with his literal inner-demon, who emerges through special transformation skills in battle. Of the handful of heartfelt story moments (when you discern them through the translation, at least), I loved Ashley’s constant returning to and longing for his hometown and to his sweetheart, Marina. Ashley stands above the rest of the cast, on par with the wonderful Cecelia and Jack from the first game.

Ashley and Marina discuss what it means to be a hero in Wild Arms 2. They stand in Ashley's bedroom, close to his barrel collection.
A rare, early-game moment of clarity and profundity with Ashley and Marina.

Last but maybe most important is composer Michiko Naruke’s incredible music for this game. Old West whistles and woodwinds are constants, filling the world with a sense of dust-strewn swashbuckling. The soundtrack evokes a consistent light tone inseparable from this series, while never feeling repetitive, annoying, or invasive. I often think how, alongside gameplay, music is a vital component to JRPGs, and this is lowkey one of the best soundtracks on the PSX.

As a very JRPG-ish JRPG, Wild ARMs 2 gets a lot right with its forward-thinking design sensibilities and its (mostly) evergreen aesthetics and soundtrack. The bulk of the story drags on, with the latter half particularly dragged down by the stiff and vague translation, but it redeems itself with some amazing endgame side content. If you’re going to play this, I strongly recommend going the full distance with all it has to offer in its forty hours. Wild ARMs 2 is the tortoise that has slowly caught up and surpassed many of the hares of its PSX JRPG contemporaries, emerging as a must-play for RPGFans while nevertheless starving for a more thorough remake or, at the very least, a retranslation.

  • Graphics: 80
  • Sound: 95
  • Gameplay: 85
  • Control: 80
  • Story: 65
85
Overall Score
(not an average)

About our grading scale

Review by · November 14, 2025 · 3:00 pm

The democratization of game development tools over the last decade has ushered in a wave of single-developer titles that have influenced the industry, offering a uniquely cohesive perspective of a single artist in contrast to enormous AAA games made by teams of hundreds or thousands. There are advantages to this, as evidenced by landmark solo-dev triumphs like Stardew Valley and ASTLIBRA, games where a dedicated artist nurtured a clear creative spark without interference. I was initially hopeful Artis Impact was the same; after all, developer Mas has lovingly crafted an incredible audiovisual experience with dramatic flair and creativity to rival any big-budget, full-team project. Unfortunately, there is a significant downside to the lone-wolf creative process: no one else can step in to steer the ship when it drifts off course. Artis Impact begins as a visual tour-de-force with an intriguing setup and world, but translation issues, strange tonal inconsistencies in the narrative, and overly simplistic gameplay mechanics mar what could have been the next solo-dev masterpiece.

Artis Impact is the story of Akane, a young woman newly recruited into an organization called Lith. Lith is a paramilitary group tasked with protecting the remnants of humanity from the threat of rogue AI in a postapocalyptic society. Their operatives are cloaked in black and wield massive swords known as R-blades, and Akane is accompanied by a friendly AI named Bot. If this sounds familiar to you, then you may have already drawn some comparisons between Artis Impact and NieR: Automata, an inspiration Artis Impact wears proudly on its sleeve. Yet, the games differ conceptually and in execution in terms of structure and presentation. Artis Impact has a traditional turn-based battle system and borrows from life-simulation titles like Rune Factory, offering a more slice-of-life take on the concept. This does enough to set the game apart from its inspiration, and it’s a unique blend of genres that left me intrigued and eager to see more. 

Artis Impact Screenshot featuring a figure wearing dark clothing in a gold forest.
Each screen of the environment is a feast for the eyes.

The most striking aspect of Artis Impact is the visual design. The game uses a nice mix of hand-drawn background elements with pixelated character sprites to create a cozy, lived-in world unlike anything I’ve ever seen. Many visual techniques are implemented to great effect, such as blurring and smearing the edges of environments to evoke a watercolor effect. Ccutscenes play out in a mix of manga-style panels and cutaways layered over filtered real-world photographs and concept sketches. This choice to blend conventional visual art techniques against tech-influenced details like the operating system window frame in battle sequences gives the game a truly unique visual identity.

In tense action scenes, the game often adopts a side-view silhouette effect, with characters composed of only a few of their brightest pixels (Akane’s long white hair, for example) against a sea of black, a clever way to suggest impressive animation flourishes without needing to painstakingly animate every detail of each sprite. Some of these animation flourishes and visual tricks are unlike anything I’ve ever seen in a game, and Artis Impact surprised and delighted me visually throughout its relatively short eight-hour journey. The screenshots in this review, as inspired as they are, do not do the game’s visual design justice; you must see it in motion to get the full effect of what Mas was able to pull off here, and the effects are stunning.

Screenshot of Artis Impact, in a profile manga-style scene with one character looming over another on the ground asking "So, is this your plan against the oncoming AI?"
The comic book panel presentation of most cutscenes is visually striking.

Completing the impeccable aesthetic is the excellent music. The auditory experience is just as fluid and enjoyable as the visual one. The tracks that play in towns, dungeons, and the world map are suitably ambient and comforting or ominous, depending upon the environment, and the battle tracks are heart-pounding and full of intensity, befitting the impossible odds often stacked against Akane. It’s quite impressive how many unique tracks there are, and each one feels appropriate in context and could stand on its own as a composition outside of the game.

Unfortunately, the game falters in its storytelling and mechanics. There are moments when Artis Impact wants to tell an epic, bombastic tale, but the life-sim structure and strange tonal shifts impede this goal. Initially, it seems as though Lith spends its time doing odd jobs and mopping up rogue AIs that are more of a nuisance than a threat. The stakes ramp up without warning after the first few hours, with entire towns and villages being destroyed and humanity’s future at stake. Despite this, the game gives you frequent days off from Lith-duty to engage with NPCs, part-time jobs, and menial sidequests, even when massive threats loom large. 

Artis Impact screenshot featuring panoramic shot of a ruined ship out at sea.
Artis Impact is full of impressive vistas.

This tonal inconsistency extends to the dialogue and characterization of the cast as well. Akane has a handful of compatriots in Lith who accompany her on missions and constitute most of the possible character interactions, but companions like Raven, Leni, and Billy are woefully underdeveloped by the time the credits roll. The game also has a habit of souring serious moments with attempts at humor that fall flat, often centered around various characters’ infatuation with Akane. I lost count of how many times a male character expressed romantic or sexual interest in Akane that went completely unreciprocated or unnoticed, and these moments are more jarring than they are humorous. Billy is a particularly frustrating character, as his defining characteristic is that he is a raging misogynist. While most of the game’s primarily female cast tend to brush him off or ignore him, his constant sexist remarks become incredibly grating, and there is little payoff or pathos by the end of the game for his character. 

Compounding the game’s strange plotting and ill-advised attempts at humor is the rough English translation. While the overall plot details are straightforward, the nuances of character personalities become lost in the strange diction and halting dialogue. Many scenes feel like the characters are just blabbing in non-sequiturs at one another rather than having a natural conversation, and their personality traits are wildly inconsistent. Akane’s robot companion, Bot, speaks in a typical robotic tone of rational analysis for most of the game, but then occasionally swears or drops colorful innuendos out of nowhere. This uneven translation also impeded sidequest completion, as it was difficult to follow who or what was necessary for progression from the stilted and confusing dialogue. 

Artis Impact battle screen featuring Akane standing against multiple robot enemies.
The combat is flashy but lacks depth and strategy.

The most disappointing aspect of Artis Impact by far is the gameplay. The game employs a traditional turn-based system akin to the early Final Fantasy titles, but offers nothing interesting or engaging outside of admittedly impressive battle animations. There are no party members other than Akane and Bot, and Bot’s actions are entirely automated; Bot defaults to healing Akane every turn unless you equip him with items that mildly influence his behavior towards the occasional attack or buff. Plenty of turn-based RPGs navigate the challenge of a single-party member battle system well (like Tsugunai Atonement or Parasite Eve), but Artis Impact feels exceedingly primitive, offering less complexity and fewer options than even the first Dragon Quest.

Akane herself begins the game with only a single skill, with other skills found through out-of-the-way exploration in dungeons. Finding new techniques could be a compelling and worthwhile diversion, adding variety to the barebones combat. However, Akane’s initial skill is one of the most powerful in the entire game, attacking multiple enemies at the cost of 50% of her current MP total. Since the damage output doesn’t fluctuate depending upon the amount of MP consumed, you can essentially spam this skill in every combat encounter and come away victorious without any thought or strategy, even in boss encounters. This lack of mechanical depth undercuts the otherwise stellar presentation and narrative stakes in most of Artis Impact’s intense moments with a battle system that is insultingly simple and perfunctory. I came away feeling as though Mas only included the battle system out of a sense of obligation to genre trappings. However, the game is primarily comprised of dungeons and combat encounters, so the entire experience ends up feeling like a chore by the end.

To add insult to injury, the game rushes to a ham-fisted and unsatisfying narrative conclusion that raises more questions than answers. The game attempts to encourage replays through optional sidequests that reveal more about the world, but I don’t think it would be worth trudging through the shoddy translation and mind-numbingly boring combat in the hopes of finding a more satisfying answer. I came away from Artis Impact with the distinct impression that the game could’ve used additional perspectives to address some of its most glaring inconsistencies. As it stands, Artis Impact is an audiovisual masterpiece that fails to convey a cohesive narrative or engage the player beyond its spectacular presentation.

  • Graphics: 100
  • Sound: 90
  • Gameplay: 40
  • Control: 70
  • Story: 40
50
Overall Score
(not an average)

About our grading scale

Review by · November 13, 2025 · 3:00 pm

Vengeance is a central theme in many stories, with otome visual novel Mistonia’s Hope -The Lost Delight- adding another tale to an ever-growing collection. Will having her revenge fulfilled be everything protagonist Aprose Randolph wants, or will her vengeance ring hollow as truths come to light? That question is the narrative’s central conceit and, for the most part, the game largely succeeds in providing a definitive answer.

The country of Grand Albion is a land blessed by the fae, specifically the powerful purefae Queen Tia. The monarch has chosen to live amongst her mortal subjects, watching over them to protect the kingdom from the machinations of invading foreigners. Yet underneath her pure-hearted benevolence lies an altogether different mindset from that of a mortal human, making her all the more terrifying.

Eight years before the game’s plot officially begins, the queen orders the destruction of an entire noble house alongside the village that harbored them. Only Aprose, the youngest daughter of the Randolph household, and her childhood friend John survive. Aprose suffers from understandable trauma, with only her desire for vengeance against the queen and those who killed her loved ones keeping her from falling into the abyss.

Aprose, consumed by her need for revenge, forms a contact with the Faerie King Oberon despite her misgivings about the purefae’s true motivations as he seeks a precious item taken from him by Tia. Disguising herself as a maid called Rose in one of the realm’s five great noble houses to gather information, Aprose bides her time until the opportunity to strike back presents itself. As she does, our heroine learns more about the events that led to her tragic past, possibly even forming attachments and feelings that are separate from her need for vengeance. Will Aprose ultimately succeed in her goal of retribution, or will she find other reasons to live?

John and Aprose meet up undercover at a bookstore in Mistonia's Hope -The Lost Delight-.
John and Aprose often meet up at a bookstore to talk shop over the course of the plot.

That’s the general plot of Mistonia’s Hope -The Lost Delight-. It’s a deft narrative with numerous satisfying endings that depict how healing can begin after tragedy. The characters are also memorable, with Aprose herself being one of the most fleshed-out and well-developed otome protagonists I’ve encountered, especially as she comes to terms with her past and moves forward. Side characters, such as the enigmatic information broker Goneril, the supportive maid duo of Evelyn and Charlotte, and the surprisingly efficient head butler Nicholas, are fascinating and multi-faceted in their own rights.

Even the purefae Queen Tia and King Oberon are fascinating character studies, both similar to mortals in their mannerisms and yet capable of committing downright unsettling and horrific acts without batting an eye, because they simply don’t think about morality in the same way humans do. They’re innocent in a sense, but it’s that very innocence that makes them so potentially villainous.

Of course, this being an otome means there are also obligatory love interest characters—six, in fact! Five of these potential LIs represent one of the great demifae noble houses of Grand Albion: Edward Bernstein is the young heir apparent of his home, obsessed with the concept of noblesse oblige and seemingly far too idealistic compared to the rest of his family; Albert Creswell is the stoic and by-the-book figure with more of an interest in the social division between Grand Albion’s classes than he initially lets on; the usually cheerful Linus Ward is a staunch defender of Queen Tia, though a moment from his past could potentially crack his facade; dejected Lucas Sullivan keeps to himself and doesn’t care much for the living around him or the day-to-day affairs of Grand Albion; and the flirtatious Ascot Lindel is a trusted figure to the queen, with an outlook that tends to keep those around him guessing and a demeanor of knowing more than he lets on.

You only have access to Alfred’s, Lucas’, and Linus’ routes initially, and completing two of theirs opens up Ascot’s and Edward’s. Seeing one of the good endings for either of those two bachelors will open up the route for Aprose’s childhood friend, John.

Aprose observes the representatives of the Five Great Houses acting rather silly in Mistonia's Hope -The Lost Delight-.
The gang’s all here!

Of all the routes, I think that John’s is the strongest. Not only is the romance between him and Aprose incredibly believable and well-developed, but his happy ending also most successfully weaves the VN’s story themes of vengeance, love, and living for oneself into a concise narrative. The other LI characters also have moments to shine in John’s particular route, with Ascot being a notable example. While Ascot is arguably the most fascinating character in the game from a lore standpoint, it’s difficult to believe that mid-route a switch turned on and he suddenly developed feelings; therefore, his depiction and more gradual development in John’s route seem more realistic.

That isn’t to say the narrative is lacking, as Edward’s, Linus’, and Lucas’ routes are also exceedingly well-written. Truthfully, I tend to forget that Alfred even had a romance route by comparison, but not because it was terribly written or upsetting, mind you, but because it focused more on the overall worldbuilding than the development of feelings between him and Aprose. His feelings happen just as suddenly in his route as in Ascot’s, but without as compelling a central figure. It’s a shame, given that I’m pretty fond of Alfred’s voice actor, Yūichirō Umehara, in particular. 

To their credit, none of the romances are terrible—they just happen to occur too quickly in two of them. After completing all of the routes’ good endings, a True Ending opens up to resolve the game’s few lingering plot holes. Still, I honestly feel that it’s a relatively weak epilogue compared to the rest of the routes, and that John’s Dawn Ending would’ve made for a better overall conclusion.

Mistonia’s Hope -The Lost Delight- is more or less a traditional visual novel in which you advance the story until reaching a branching decision point. In the game’s first half, Aprose is more concerned with building trust as a maid, and therefore, that’s the bulk of the plot focus rather than affection points or romance. There are also several exploration stages where you navigate a map of the royal manor and its surrounding city, talking to characters and finding bits of intel that provide you with “shards” that later reveal a past story scene if you gather enough of them. While these stages are interesting and break up the typical VN gameplay, they aren’t skippable when using the detailed flowchart later on during replays, which is an odd design choice given that you can skip previously read text or jump to the next decision point in any other area of the game to speed the narrative along.

Once a character route cements itself, the gameplay becomes reminiscent of any other otome VN, where you try to make decisions that raise the affection meter for the LI, here to reach their Dawn Ending. There are also bad endings you can uncover, and even a second affection meter for a rival LI to consider. Raising that meter can trigger a love triangle ending, but just keep in mind that these endings also read a bit negatively. With so many endings to uncover and a helpful flowchart that even informs you if there are choices in a given scene or text you haven’t read yet, replayability is very much encouraged! There are even short stories you uncover that offer further insight into the world and its characters.

Aprose and Edward share a moment  while tree climbing in Mistonia's Hope -The Lost Delight-.
The CG illustrations are gorgeous.

Visually, Mistonia’s Hope -The Lost Delight- has gorgeous character art and CG illustrations. I do think the characters suffer from the failings of fantasy fashion, and the special effects for magic attacks and blood splatter aren’t the best I’ve seen, but they remain colorful and vibrant, fitting the game’s aesthetic. There are some noticeable errors in the English localization at times, but nothing that becomes exceedingly distracting in the long run. However, I do question the use of the “humaines” descriptor for humans, as most other descriptor elements remain spelled in a more modern and realistic style. The background music is limited yet catchy, and I particularly enjoyed the vocal music pieces, such as the opening. The Japanese voice acting is also top-notch.

Mistonia’s Hope -The Lost Delight- tells the tale of how one woman’s search for vengeance ultimately transforms into something else entirely, and it accomplishes this in a surprisingly thoughtful manner. The game’s strong-willed and complex protagonist, buoyed by a colorful and memorable cast of supporting characters, is a true standout in the otome genre. I enjoyed watching Aprose’s character growth throughout the various narrative routes. Maybe that’s where the once-lost delight found in the title truly comes from!

  • Graphics: 88
  • Sound: 87
  • Gameplay: 85
  • Control: 86
  • Story: 90
87
Overall Score
(not an average)

About our grading scale

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

Marketing tells us that personal travel is a time to relax, but one of its greatest benefits is getting to break out of our comfort zones. New places, people, and experiences push us to grow; on the other hand, absolutely no familiarity will leave you lost, with no way to make the most of your time. Finding balance between the accustomed and the new is crucial. Although Pokémon Legends: Z-A returns to a familiar city, its fresh approach to Pokémon battles makes the trip worthwhile. However, certain stops along the way are too conventional, resulting in a vacation that, while fun, doesn’t feel like it makes the most of its potential.

In Pokémon Legends: Z-A, we visit Lumiose City from X & Y’s Kalos region. There are wild Pokémon all throughout the city, and it’s great to see them interacting with their urban environment. You may find mouse-like Pokémon such as Dedenne munching on the wares of a Berry-selling stall, while plant-adjacent Pokémon like Flabébé float around flowering bushes. But there’s only so much species diversity that can exist within a single city, so Wild Zones pop up as the game progresses to remedy this limitation.

Wild Zones are blocks of land that you can only access through designated entry points. These segmented areas sometimes have slight slight environmental alterations from the rest of Lumiose, meant to help justify the gathering of certain Pokémon types—but it feels awkward in practice. Drastic climate changes, like the constant snow in Wild Zone 12, are jarring. Most of the time, the alterations are minor, such as Wild Zone 16 adding a layer of water over the ground, though that draws attention to how needless the area divisions feel. There’s no noteworthy difference between Pokémon behaviors across areas, either. They can be aggressive and chase you down no matter where you are, and even gigantic Alpha Pokémon can appear outside of Wild Zones.

A Pokémon Legends: Z-A screenshot of the player being spotted by an Alpha Garbodor in an alley, surrounded by two wild Trubbish.
Wild Pokémon are so cute! …Until the Alpha wakes up.

There’s also no difference between the way you capture Pokémon in and out of the Wild Zones. If you sneak up on a wild Pokémon, you have the chance to catch it with a single Poké Ball with no need to enter battle. But if that one Poké Ball isn’t enough, you’ll need to battle and weaken the Pokémon before trying again, in series tradition. It’s disappointing that despite utilizing the Legends subtitle, Legends: Z-A doesn’t implement the strategic catching mechanics of its predecessor, Legends: Arceus. Gone are the days of throwing Berries to distract Pokémon and lower their guard, or tossing down smoke bombs to better situate yourself before throwing a Poké Ball. Catching Pokémon in Legends: Z-A doesn’t feel meaningfully new or interesting, but like a watering down of a previously engaging and fun system.

What’s worse than the removal of Legends: Arceus’s unique capturing strategies is the dissolving of its absorbing gameplay cycle centered around exploring and catching Pokémon. In Legends: Z-A, there isn’t much, if any, incentive to return to a Wild Zone once you’ve caught every Pokémon there. You only need to catch a Pokémon once to log it in the Pokédex, and Pokémon don’t give items when caught, defeated, or released like in Legends: Arceus. You’re encouraged to catch each type of Pokémon 50 times to complete “Mable Requests” for enticing rewards like TMs and, at the very end, the Shiny Charm. But without any extra motivation, it’s all too easy to rush through these tasks by catching low-level Pokémon and never give them a passing thought again. The result is a game that seems to emphasize catching Pokémon, without giving much reason to catch many Pokémon. And without any reason to catch the Pokémon you pass by, there’s less opportunity to appreciate them and their connection to Lumiose.

Similarly, there isn’t much reason to sightsee around Lumiose the way there was in Legends: Arceus‘s Hisui. Crafting doesn’t return, so most blockades such as rocks and thorns are just temporary nuisances. Mega Crystals are the exception, as they leave behind Mega Shards when destroyed, which you exchange for Mega Stones or Exp. Candy. Shockingly, this makes it more compelling to crush crystals than to catch Pokémon. The random placements of Mega Crystals and the items littered around the solitary Lumiose make exploration aimless rather than intentional.

A Pokémon Legends: Z-A screenshot of the protagonist and a Pignite sitting outside around a table with a coffee and croissant. Behind them is a food truck.
Resting on benches or grabbing a bite to eat at a café makes for small but welcome moments of repose.

Although Legends: Z-A is self-contained in its setting, it isn’t self-contained in its gameplay. Mega Evolutions, powerful Pokémon forms introduced in X & Y, return as one of Legends: Z-A’s biggest draws, yet not all of them are available normally. Only Pokémon from the first four generations received Mega Evolutions in X & Y, leaving its own starter trio of Chespin, Fennekin, and Froakie behind. These three finally have Mega Evolutions in Legends: Z-A, but the only way to obtain them is to reach a specified rank in online play. The Mega Stones required for these starters’ Mega Evolutions changes each “season,” so if you take your trip during a season when your favorite isn’t an online reward, you won’t get the chance to use it during your story playthrough. Although some post-launch tweaks have made obtaining certain stones easier, they’re still time-limited, and online play requires a Nintendo Switch Online membership, which can easily lock some players out of obtaining the Mega Stones for their favorite starters.

Because these Mega Evolutions are only obtainable through online play, they don’t make any appearances in the story. In a way, this follows Legends: Arceus’s lead, as it too didn’t give any special forms to Sinnoh’s starters, but there are better Arceus inclusions that Z-A didn’t keep. Legends: Arceus introduced the brilliant Link Cable item that allowed you to evolve Pokémon that normally evolved by trading, like Kadabra into Alakazam. In Lumiose City, the Link Cable item has disappeared, requiring you to once again set aside time and a friend to complete your Pokédex. You can catch some trade evolution Pokémon in Wild Zones in later parts of the game, but that makes it all the more confusing that the Link Cable item doesn’t return to alleviate the inconvenience.

Another annoyance in Legends: Z-A is the EV (“Effort Values”) and IV (“Individual Values”) system of the traditional mainline games. This complicated stat management system returns without any explanations or quality-of-life improvements, despite Legends: Arceus introducing the streamlined, intuitive effort level system. And despite the inclusion of EVs and IVs, not all of the mainline mainstays make appearances. Pokémon Abilities are conspicuously absent here despite their importance to many Mega Evolutions’ identities. Of course, not everything could be packed into luggage and brought into Legends: Z-A, but you can really feel the absence of what was left at home.

A Pokémon Legends: Z-A screenshot of six Spinarak and an Alpha Spinarak on the side of a building.
Spiders, spiders, everywhere, they’re gonna make webs.

When you travel, you should always pack an up-to-date map. Your map of Lumiose has plenty of fast travel points, and it marks most important locations, including clothing stores, specialty shops like the Poké Ball store, and Pokémon Centers. But certain stores, like marketplaces that sell Berries and Nature-changing Mints, are unmarked. It also isn’t clear when you can access courtyards from the ground. Buildings with archways appear the same way as buildings without, so it’s impossible to differentiate areas that you can walk into from areas that you need to drop down into from the rooftops.

The map in the Pokédex is arguably worse. It shows Pokémon that appear in Wild Areas just like the main map. But Pokémon that appear outside of Wild Areas only have vague descriptions, even if they can only appear in one or two locations. When you do know where to look for your target Pokémon, most of Lumiose’s buildings look the same, like boxes with windows painted on. Legends: Z-A may not have the highest polygon count, but it isn’t an innately ugly game—it just lacks visual interest due to the sameness of Lumiose’s buildings, which comprise the majority of its setting. This large-scale city feels like it’s made of toy blocks stacked beside each other, which doesn’t encourage exploration or inspire memorable moments.

What is memorable are the Trainer battles. When night falls over Lumiose, part of the city is designated as a Battle Zone. Instead of encountering wild Pokémon, you battle against other Trainers. Winning earns you points to progress to the next rank, with the main story goal of making it all the way to Rank A. The Zones are a clever way to implement battling contained within the city, but the battles themselves are Legends: Z-A’s crown jewels.

A Pokémon Legends: Z-A screenshot of the protagonist looking at an overlay showing the different ranks. Rank E is currently highlighted.
Moving up the ranks means moving the story forward and finding stronger Trainers to battle.

Instead of selecting your Pokémon’s actions in turns, Legends: Z-A battles are entirely real-time. Each Pokémon attack has a cooldown, placing focus on the order moves are used rather than simply repeating one that’s super effective. Your Pokémon will follow you as you move around, so positioning to dodge enemy strikes—or to hit multiple opponents at once—is an additional important consideration. Using items is also placed on a cooldown, making battles innately more strategic and less about “spamming” than in previous titles. Visiting Lumiose is worth it for these new battles alone, a testament to the potent power of the unfamiliar.

The one area where familiarity benefits Legends: Z-A is the Rogue Mega Evolution battles. These raid-style fights pit you, and sometimes an NPC ally, against a large-scale Mega-Evolved Pokémon that targets you with flashy special attacks, in the vein of Noble Pokémon from Legends: Arceus. Although there could stand to be more battleground variety, there’s enough distinction between the different bosses’ attack effects and patterns to make each one engaging. It’s not enough to just over-level your Pokémon to breeze through these fights—you need to learn the enemy’s attack patterns and master maneuvering, too.

A Pokémon Legends: Z-A screenshot of a Spewpa in front of old Japanese-style portraits. Spewpa is directly in front of a portrait of someone with a shaved head, and the dialogue box reads, "You found a lost Spewpa that's doing a fine job modeling the haircut on display!"
Side Missions give plenty of personality to the people and Pokémon of Lumiose.

Defeating the Rogue Mega-Evolved Pokémon and rising in the ranks in Battle Zones moves the story along, and you’ll get to meet many of the friendly faces around Lumiose. As with the gameplay, the narrative is at its best when it focuses on its new, endearing cast, including its “generics.” Over one hundred Side Missions bring Lumiose to life with a wide variety of tasks to complete. Most take on a sillier nature, like getting a giant Avalugg so a woman can take pictures of her four Bergmite on it, but they all add needed depth to the limited scope of the singular city setting. The main story grows clunky when it falls back on references to X & Y, though. There are awkward, tone-deaf discussions about accountability, while intriguing conflicts, such as Lumiose citizens expressing concern over the invasiveness of Wild Zones, are waved away with unsatisfying resolutions.

The way Legends: Z-A pulls from the traditional mainline games and Legends: Arceus but ultimately doesn’t incorporate the best elements of either is similarly unsatisfying. Still, a vacation must be truly catastrophic to be considered “bad,” and Legends: Z-A is plenty fun with its real-time battles and Rogue Mega-Evolved raids. Yet the game’s itinerary feels like it isn’t making the most of what the Legends sub-series has to offer. Instead, Pokémon Legends: Z-A feels like yet another in a long line of Pokémon game with growing pains. With the commonplace around every corner, you may feel the experience is one big tourist trap, but it’s still a trip worth going on and making the most of while you’re there.

  • Graphics: 80
  • Sound: 87
  • Gameplay: 87
  • Control: 80
  • Story: 85
81
Overall Score
(not an average)

About our grading scale

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

Earlier this year, I wrote glowingly about the overhauled remake of late director-designer Benoît Sokal’s Amerzone – The Explorer’s Legacy and how it surpassed the sum of its parts to epitomize the pulpy, Vernian adventure I’d always been seeking. Naturally, I was excited to embark on Sokal’s larger project, the Syberia series, but held off until the release of Syberia – Remastered. This recreation of the beloved 2002 point-and-click adventure brings new visuals, controls, and scarce little else. Is a new coat of paint and a little oil in the joints enough to keep this old train rolling? All aboard!

First, I must say that the PS5 build I played through most of the game on was riddled with annoying bugs related to environmental/object interactability and questlog progression, along with a slew of obvious typos in the scripts and readable items. Perhaps my first impression of the game was marred by this. Thankfully, these issues and more have been ironed out just in time for the game’s release, and I can confirm that this is the smoothest way to play the adventure so many seem to cherish.

Syberia follows young American lawyer Kate Walker as she brokers the buyout of a French ‘automaton’ factory by the Universal Toy Company after the factory’s owner, Anna Voralberg, passes. Turns out, though, that Anna’s long-lost brother, the intellectually disabled yet mechanically brilliant Hans, is still alive somewhere, ostensibly chasing traces of mammoths in the semi-fictionalized snows of Syberia. It falls upon Kate Walker to follow Hans’ decades-cold trail and get his signature on the buyout contract with the help of the foppish automaton Oscar (DON’T call him a “robot,” please) and the wind-up train he drives.

Oscar the automaton hangs from a factory machine in Syberia - Remastered.
Hanging out with Oscar.

There are a lot of thematic and narrative parallels with Amerzone—a young professional follows an old genius’s generations-old footsteps, stopping along the way to repair and maintain their outdated yet fantastical vehicle. Despite this, I found Syberia’s story to be relatively devoid of adventure and its ending very anticlimactic. There’s almost no conflict, besides—*BZZT BZZT BZZT* Oh, Kate’s getting yet another phone call from her overbearing mother, her airheaded best friend, or her childish fiancé, better answer that.

I appreciate that Kate Walker is a strong protagonist with visible growth over the story, but the plot’s progression is less exciting and bogged down with self-referentially menial tasks like hunting for grapes to scare away mean birds blocking a ladder or getting your visa stamped. The problem is that of the four major locations within the six-or-so-hour story, your time is front-loaded in the first two areas, a foggy French village and a grand yet mostly empty university. Just when the later areas seem to get interesting, little happens, and you wind up your train and ride off to the next place.

The most notable change with Syberia – Remastered is the visual upgrade. Now, rather than click around to move Kate between static screens set on 3D-rendered environments, you move with the left stick to freely explore. I like how the camera moves with you but still locks into the familiar framings of the original, meaning new screenshots match the idealized rose-coloured version that lives in fans’ minds. In larger, more nature-focused areas, it looks quite beautiful—close up, though, it looks blotchy and unimpressive. The opening area, especially, felt like more of what I’d expect from a high-budget PS3 game. Then, there’s the strange decision to leave in the unaltered pre-rendered cutscenes of the original, meaning get ready to watch an untextured PS2-era train pull out of blotchy locales, as you wave goodbye to blotchy, unrecognizable NPCs.

Kate Walker talks with an old gardener on a bridge in Syberia - Remastered.
“For the last time, give me the grapes!”

In all areas, the colours are somewhat muted and greyed, looking perhaps more real but at the expense of vibrancy and personality. This created a certain cognitive dissonance between the unelaborated steampunk setting and the goofy yet rarely funny characters. There’s a shot from high above the aforementioned university of the ruined remains of the town around it, never expanded upon, never acknowledged. Despite this, the game doesn’t hesitate to throw an eighteen-page diary or a five-minute lecture on mammoths at you. Too much is left unsaid, too much adventure not properly explored, so I felt deflated at times.

Amongst the large and somewhat vacant environments, Kate Walker must do a lot of walking. Some sort of behind-the-scenes collectibles, or bonus puzzles and lore, as were present in Amerzone, could have livened things up. Like Amerzone, the main puzzles are never very challenging, but here they involve a lot of backtracking or jogging between far-flung points, so that your mind has long-since solved any problems while Kate’s feet slowly catch up. The remaster promised new and reworked puzzles. Unfortunately, I can count these additions on one hand—assuming two of my fingers have been blown off by a firecracker. Perhaps two puzzles have an added wrinkle involving picking up more items in the environment or something similarly unstimulating, and some items have new names or redesigned looks. As a whole, Syberia’s puzzles are logical, but scant and uninteresting.

Kate Walker walks alongside her train in a Russian mine in Syberia - Remastered.
Would that I, too, were one day immortalized in a fabulous pose.

This remaster maintains music and voice acting from the original. I was mostly ambivalent towards the serviceable performance of Kate Walker’s lines, dry and straight as they were amongst a world full of wackadoos whose actors seem to be reading for very different games. Seriously, did the university rectors think they were in a game based on Labyrinth?  Some lines’ audio peaks or come across as tinny, but they do hold up well, given their age. What really impressed me was the elegant and unobtrusive soundtrack, composed by Nicholas Varley and Dimitri Bodiansky. There’s just one theme per area, but each delivers personality and intrigue in lieu of pulse-pounding adventure.

The incredibly atmospheric music is what really made me consider the effect Syberia seems to have over its fans. The whole experience is slow, purposefully so. It hinges on drawing you into its slightly magical world and off-kilter vibe. These allured me enough to want to continue with the rest of the series, which hopefully lives up to the promise of its premise, as the solo outing of Amerzone did for me. As much as I wanted to love Syberia, I was never fully grabbed and, in fact, was repelled by its straightforward and slow puzzles and the story that goes nowhere (and not even fast, at that!). If Amerzone was pure pulpy fun, Syberia is one of those disappointing magazines with an amazing cover illustration.

  • Graphics: 77
  • Sound: 79
  • Gameplay: 68
  • Control: 75
  • Story: 65
69
Overall Score
(not an average)

About our grading scale

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

About our grading scale