Review by · July 4, 2025 · 12:00 pm

We make the most of the one life we have by layering it with diverse experiences and developing meaningful connections with others. Fantasy Life i: The Girl Who Steals Time seeks to replicate this intricate tapestry by weaving together a variety of gameplay styles and risks becoming a “Jack of all trades, master of none” in the process. While Fantasy Life i‘s many facets each have their own strengths and imperfections, the game is still a cohesive experience that manages to capture some of the best elements of its many influences.

Fourteen classes, which the game calls “Lives,” are at the heart of Fantasy Life i. Once you unlock a Life, you can seamlessly swap between them as you go about your adventure. The Lives also support each other, allowing you to be entirely self-sufficient. When you see a fish’s shadow in the water, you can brandish your fishing rod with the press of the A button and reel in the day’s catch. You can then make your way to a crafting table and cook that fish into a meal that temporarily improves your gathering ability. To make the most of that buff, you can mine ore from the nearby deposits and forge it into a weapon to improve your Combat Life’s stats. This can help you take down a tough monster, which an NPC requested you defeat. You can then use the money reward from the request to purchase new crafting recipes from the game’s many vendors, starting the cycle anew.

You repeat this cycle across the numerous worlds of Fantasy Life i, some of which will be familiar to fans of the Nintendo Switch’s impressive game lineup. Fantasy Life i’s world is split into three groups: the present, the past, and Ginormosia. Just like how each Life supports the rest, exploring one world enriches your experience in the others. There are four islands in the past, each with materials to gather, dungeons to explore, monsters to battle, and NPCs to assist. In Ginormosia, you begin to experience dĂ©jĂ  vu: the large island has 15 sections, each with many hidden discoverables. There are shrines with puzzles to solve, little green plant-like creatures called Leafe to find, and towers that reveal the area’s map details when you activate them with your tablet. Yes, you read that right: one-third of Fantasy Life i is a miniaturized The Legend of Zelda: Breath of the Wild.

A Fantasy Life i screenshot with the text "Obtained recipe for Hoe of Time!"
Finding legendary recipes is only half the battle—you also have to obtain ingredients, which opens the path for even more exploration opportunities.

While understandably not as extensive as the actual Breath of the Wild, exploring Ginormosia is still an enjoyable activity that easily distracts you from progressing through the game’s main story. Ginormosia’s diverse areas offer plenty of collectible materials to help you with crafting or completing NPC requests. If you’re especially thorough in your exploration, you’ll even find exclusive recipes for legendary weapons and tools. The best things you can find in Ginormosia, however, aren’t really things at all, even if they might look that way: Strangelings.

Strangelings are people transformed into inanimate objects. You can randomly obtain Strangelings by defeating certain enemies throughout the game, but you’re guaranteed to rescue one when you solve a Ginormosia shrine puzzle. In your home base in the present, you can restore Strangelings to their human forms using Celestia’s Gifts, which you get by sprucing up the island your base is located on. This contributes to part of Fantasy Life i‘s positive feedback loop, since the Strangelings you restore help you out with your Lives as well as your base. Up to three restored characters can join you on your adventures, and they contribute based on their own Life. Combat-focused characters join you in battle, while Gathering-focused characters join you when you start to mine ore or chop trees. When you’re ready to craft something, you can assign up to two characters with the appropriate Life to help you, boosting your crafting stats and even offering other bonuses as you increase your friendship with them.

A Fantasy Life i screenshot of Colin joining the player's island. The text reads, "Colin joined the island!"
In a cute extended reference, most of the islanders are characters from the original Fantasy Life.

When you’re not actively pursuing your Lives, the characters you’ve rescued can help you clear out rubble in the area around your base, providing more room to build houses or decorate with the furniture you’ve crafted. Developing your base’s island, building houses for your residents, and renovating your own home all contribute to your island’s star rating, and the better your rating, the more Celestia’s Gifts you can obtain each day and the lower the cost of reverting a Strangeling becomes. And as you progress through the game’s story, you also unlock landscaping features including elevation, waterways, and paths. If all of this sounds strangely familiar, that’s because Fantasy Life i‘s present day is a scaled-down replica of Animal Crossing: New Horizons, right down to the daily activities presented as stamp cards that grant you extra Celestia’s Gifts. As distinct as the home base gameplay is compared to the rest of the game, it’s a great place to settle down and make use of the skills you’ve developed and items you’ve crafted in the past and Ginormosia.

Unfortunately, for all the emphasis it places on togetherness, Fantasy Life i‘s biggest weakness is in its characters and the story surrounding them. While there are some charming cast members, such as a group of usually angelic-singing Leafes starting a death metal band called “Death Ghost,” the characters are almost always uninteresting. Characters in the main story help each other because helping others is the right thing to do. It’s a respectable mindset to abide by, but it stifles the characters by flattening their motivations. Outside of the main story, islanders have generic chats with each other, but nothing that deepens their individual personalities or relationships.

A Fantasy Life i screenshot of a Leafe named Johannes wearing black makeup and spiked cauldrons saying "...DEATH!"
Johannes is Fantasy Life i‘s best character, and no, I won’t be taking any feedback.

The minimal voice acting also does the cast no favors. You have to endure all-too-repetitive one-liners from your party members during exploration which don’t add any depth to anyone, like the miner Duglas insisting you “Show [him] what you’ve got” every time you start a gathering activity. Story scenes aren’t fully voiced, instead opting for “generic” bite-sized voice clips assigned to each text box. Where this execution fails is how the clips almost never match the severity or context of the assigned dialog. An especially egregious example is a series of scenes with the edgelord character Glenn’s voice always saying flatly, “Heeeey, over heeere” even when you’re already next to him, followed by a dangerous battle that leaves characters seriously hurt. One of the main heroine Rem’s voice lines during this scene includes a demure “Excuse me
” when her written dialog is a panicked, “Outside, quickly!” The stark dissonance between what a character says and what their voice line says further distances your connection to them, and is shocking for a game that otherwise emphasizes cohesion.

The story connecting the game’s distinct facets is also lackluster. There are some endearing story beats, like being led through a Lost Woods-style forest by following Death Ghost’s headbanging beats, and a few heartfelt tropes like flashbacks showing the villain before his fall. But they don’t manage to deepen the overall surface-level narrative. Characters want to go on adventures, and as they do, they get to help each other the same way the different time periods and Lives intertwine—it’s a lovely sentiment, but lacks elevation due to the underwhelming cast. In the grand scheme of the game, it’s easy to overlook Fantasy Life i‘s story as you get caught in the loop of exploring, gathering, crafting, and building your home base. But in order to unlock all the game has to offer, including all the Lives and base camp upgrades, you have to trudge through the main campaign. It’s a minor inconvenience, but a distraction all the same from the game’s best features.

What Fantasy Life i does best is bringing together different game styles and having them work together in such a way that it becomes very easy to get caught in its cycle. Although some minor hiccups are afoot, the game is ultimately greater than the sum of its parts, just like what happens when you bring together all sorts of experiences to contribute to a rich, intricate life tapestry. The implementation of gameplay from some of the Switch’s “greatest hits” also makes Fantasy Life i feel like a spiritual send-off, synthesizing blasts from the system’s past in a way that keeps them fresh for the game’s future. Fantasy Life i: The Girl Who Steals Time is a time-stealer, ensuring its most important features are fun and relevant to the rest of its offerings.

  • Graphics: 85
  • Sound: 70
  • Gameplay: 90
  • Control: 75
  • Story: 60
80
Overall Score
(not an average)

About our grading scale

Review by · July 2, 2025 · 12:00 pm

If Lucille, late blues icon B.B. King’s immortalized guitar, could talk
 oh, the stories she could tell! Francesca, WWE wrestler Xavier Woods’ trombone, is a famed character unto herself in pro wrestling lore. I named my #1 bass guitar Hepzibah. We’ve had many adventures together, and she’s even had some interesting adventures without me that I wish she could tell me. If you’ve ever talked soothingly to your car while wrenching on it, view your go-to chef’s knife as a beloved companion or loyal friend more than a mere tool, then Date Everything! might be for you. Date Everything! is a game where saying, “I have a date with my couch” literally means going on a date with your couch. Date Everything! is as delightfully wacky as it sounds and I approve of this nonsense!

Date Everything! is a sandbox-style dating sim where you walk around your house, interact with various objects who manifest into human-esque dateable beings (some of whom require point-and-click style problem solving to find), talk to five of these characters a day, and build personal and relationship stats through your interactions. Time of day plays a part in interactions as well, so keep note of characters’ schedules. The game’s nonlinear nature means that storytelling often feels out of order, particularly when various characters’ stories intertwine, but it’s nothing astute gamers can’t wrap their heads around.

Date Everything! has a silly-yet-amusing overarching narrative and multiple endings, including variations of “leave early” endings you can initiate at almost any time (I can’t call these bad endings, especially since my favorite version did not feel “bad”). Date Everything! is more about the journey than the destination, though. How you journey through the game, exposing the myriad characters and watching their dramas unfold, is up to you.

Your house in Date Everything with an overview of the living room.
Ahh, home sweet home.

100 objects in the Date Everything! house, from physical objects like your desk to conceptual ones like existential dread, all transform into the various characters. With so many characters to interact with—all possessing an array of personalities, body types, genders/gender identities, ethnicities, and other traits— everyone will find favorites. Not every character is deep or even likeable, and some carry surprising baggage. Regardless, they all come to life thanks to Date Everything!’s golden combination of compelling writing and expert voice acting. The game issues content warnings (that also offer the option to skip story paths with no penalties) throughout. It’s possible to turn them off, but I kept them on because Felicia Day’s character narrates them, and who doesn’t want more Felicia Day?

Each character arc in Date Everything! has three possible outcomes: Love, Friendship, or Hate. Most are fairly short, so the game encourages you to, literally, “date” (befriend or hate) everything. Hate outcomes still award the game’s equivalent of experience points but lock out the best possible ending. I did not mind getting a few Hate endings and just moved on to other characters before trying new things in New Game +. Date Everything! is designed to be a low-stress, go-with-the-flow experience, unlike, say, Clannad, where it’s tempting to save scum because mucking up the most obscure and minuscule courses of action collapses intended paths like a game of Jenga. Think of Date Everything! like a Suikoden game in that you don’t need to collect all 108 stars of destiny to get a good ending.

Date Everything! Screenshot of Harper the hamper accusing her laundry partner of cheating.
OMG drama!

The cozy, first-person, 3D polygon house you navigate looks decent, but the visual highlights are all the lushly drawn, energetically designed, and delightfully expressive character portraits. Artist Erin Wong brought her A-game with Date Everything!’s remarkably varied ensemble cast. Characters generally have a more Western comic-style look, but their design accoutrements have campy, anything-goes, anime flair. For example, I liked one character’s rockabilly/psychobilly mohawk hairstyle made of book pages. I was always giddy to discover new characters, and even those I didn’t care much for looked amazing.

I am an absolute sucker for soundtracks with character themes and Date Everything! has over 100 character themes! Not only that, but every character theme is quite good. Character themes perfectly encapsulate their respective characters through many genres and styles of music. I felt the heart and soul that the team of composers and musicians put into the music. I cannot tell you my favorite pieces because that would reveal characters you should discover for yourself. Given that Date Everything! is the brainchild of a voice actor collective and features an Avengers: Endgame gathering of apex voice actors (all from our favorite games and other multimedia), words cannot describe how epically awesome the acting is.

Date Everything! Screenshot of a phone home screen that doubles as a game menu.
Is there anything smartphones can’t do nowadays?

As good as Date Everything! is, it suffers from suboptimal controls. Walking around the house feels slippery, and navigating menus feels clunky with a gamepad. The play controls and menu interface are better optimized for WASD + mouse usage. The default button/key mapping is not my favorite, and I badly wanted to remap the keyboard hotkeys and gamepad buttons to my liking. Even a simple option to swap WASD with the arrow keys to accommodate lefties would be welcome. With so much love and thought put into Date Everything!’s other components, it’s a shame that play control received so little. 

Date Everything! is more than the sum of its individual components. It may not have the best graphics, gameplay, control, or story, but the heart, soul, and addictiveness of Date Everything! cannot be codified into numerical scores and categories. Simply put, Date Everything! rocked my world more than I expected it to; I spent more time playing it than I care to admit. It’s not a game for everyone, but if it’s your cup of tea, you will drink it with gusto.    

  • Graphics: 83
  • Sound: 92
  • Gameplay: 79
  • Control: 65
  • Story: 80
82
Overall Score
(not an average)

About our grading scale

Review by · June 28, 2025 · 12:00 pm

Coming off the heels of two widely successful games, Kingdom Hearts II had a high bar to meet upon its release in 2005. More than meeting expectations, it was critically lauded and, like Kingdom Hearts before it, later received a definitive Final Mix re-release, which did not see Western gaming audiences until 2014 as part of Kingdom Hearts 2.5 HD ReMIX. Some years later, it is worth re-examining Kingdom Hearts II: Final Mix and seeing how well the sequel’s various aspects hold together, especially considering its pioneering influence in popularizing and revolutionizing the ARPG genre. 

Kingdom Hearts II opens with an entirely new character, Roxas, in an unfamiliar location, Twilight Town. Here, he spends time with his friends during the last week of a waning summer vacation. The town, with its peaceful music and tranquil atmosphere, begins to experience strange happenings: citizens suddenly can’t say certain words, thieves are on the loose, and the world begins freezing, stuttering, and behaving unusually. Worse yet, peculiar grey monsters start appearing, as do strange characters in black cloaks, who are seemingly after Roxas. 

To add to the disarray, the screen fades away occasionally into static, cutting to scenes from the first Kingdom Hearts and to shadowy figures who spout unfamiliar jargon, talking of “The Organization’s interference” and of restoring and waking a sleeping Sora, the first game’s protagonist. Eventually, Roxas discovers that he is in a simulation and, fighting his way down into a mysterious mansion, he finds Sora asleep in a pod and realizes that his existence is now null and void, lamenting, “I guess my summer vacation is over.” Fade to white and cue the title. 

A screenshot of Sora with Piglet and Pooh in Kingdom Hearts 2.5
Your fan favorites make a return!

Spanning a few hours, this atmospherically daring opening segment drastically differs from the first game. While the tutorials are a bit lengthy, it is an engrossing opening and firmly establishes the game’s more mature tone and identity. It carries a somber, dreamlike, and unusual mood that beautifully sets up an unbelievable amount of intrigue as to what just happened. This is especially true if one has not played the more obscure GBA intermission, Chain of Memories, which helps to partially explain some of the opening’s events.

After Sora wakes up alongside Donald and Goofy, the reunited trio embarks into the real Twilight Town, notes the continued existence of the Heartless, and eventually sets off to various Disney worlds to discover the truth behind the “Organization” and find their missing friends. Along the way, a newly resurrected Maleficent and her minion, Pete, harness an army of Heartless and terrorize Sora and company throughout the journey. 

The remainder of the plot and the overarching adventure that ensues, for the most part, is serviceable. However, in the context of its extraordinarily promising and compelling opening, it feels like a colossal letdown which suffers from atrocious pacing. The story sees Sora slipping into various worlds—some old, some new—each with a largely self-contained plot. Each area usually contains brief, unrelated bouts of shenanigans from the largely irrelevant and dull Maleficent and Pete or, more interestingly, the Organization. 

While Kingdom Hearts’ worlds feel like lovingly crafted homages to the source material, each with their own unique designs and semi-original adventures, Kingdom Hearts II’s are significantly more derivative. This staleness often combines with a level-design dominated by linearity and lack of detail or surprises, which reduces the potential for exploration. Most of these worlds aren’t terrible or even necessarily bad, though. Visually, the game’s levels are gorgeously crafted, and each area and its characters are, for the most part, accented by top-quality voice acting that keeps the various worlds interesting, at least on a surface level.

The Timeless River world exhibits the series’ Disney-based content at its absolute best, with the bit-crushed sound effects, classic animation design, and old-timey cartoon-based Heartless enemies all combining to form a smile-inducing, adorable level topped off with a genuinely creative, slapstick-like boss fight with Pete.

On the flipside, the Pirates of the Caribbean level sees Sora trudging through a rehashed, condensed—but still somehow exhaustingly long—retelling of The Curse of the Black Pearl with a voice actor for Captain Jack Sparrow who is clearly not Johnny Depp, but is trying very hard to be. And while the world independently looks fantastic, it clashes with the game’s art style in a peculiar, jarring way. Irrespective of the admittedly fun, bombastic Pirates of the Caribbean battle theme, this area is indicative of Kingdom Hearts II at its worst: an amusing but ultimately cheap theme park ride.

Kingdom Hearts 2 Pirates of the Caribbean Sora laughing with Captain Jack Sparrow.
At least Sora had a good time!

Nevertheless, the story and overall game have interspersed sparks of intrigue, especially towards the midpoint and ending. While some of this has to do with finally delivering on plot and character moments (to varying effects), Kingdom Hearts II’s true ascent into greatness is through its combat and gameplay. 

Being significantly more action-oriented and leaning more into the “A” in ARPG, Kingdom Hearts II plays considerably faster and grants a wider plethora of combat options than its predecessor. This game introduces two new mechanics: Reaction Commands and Drive Forms. 

Reaction Commands are time-sensitive and context-based events where, if you hit triangle, Sora will perform a highly choreographed special attack. The various enthralling somersaults, flips, and slides are a joy to execute, and help keep combat encounters fresh and exciting. While they become a bit too prevalent or overpowered at points, they are a net positive, especially in elevating the game’s various, mostly exciting boss fights. 

On the other hand, Drive Forms are unique, specialist-based forms Sora acquires throughout the game and, by using the “Drive Meter,” which fills up from defeating enemies, Sora can transform into one of the various forms, each with their own special attacks and movement abilities. For example, the red-colored Valor Form increases Sora’s jump and enables dual-wielding Keyblades for maximum physical offensive output, whereas the blue-colored Wisdom Form allows Sora to dodge faster and further, skate around, shoot rapid-fire magic bullets, and use more powerful magic spells. Functionally, these forms are beyond useful; switching to Valor Form and completely obliterating a group of enemies is ridiculously fun, and these are easily the game’s biggest mechanical highlight. 

Like the first game, you also have powerful summons; however, they now use the Drive Gauge and stay on the field in place of Donald and Goofy. While there are only four summons, each one is deliberately designed for a specific gameplay niche and their unique, toggleable, and powerful abilities help them to stand out.

Both magic and Limits use an MP bar that goes through a recharging period dubbed “MP Charge,” which, once exhausted, leaves Sora unable to use magic. While both are powerful tools, curative magic and Limits fully exhaust the MP bar no matter how full it is, which is a smart decision to curb spamming magic and maintain game balance. The sheer number of approaches you have for combatting various enemies and bosses throughout each level lends the game an incredible amount of replay value and variety, and it is thoroughly engaging.

That said, the execution of the combat in some later sections of the game does leave a bit to be desired, which will likely be evident for players more skilled with ARPGs. The game’s balance, especially on easier difficulties, falls exponentially within regular combat encounters about halfway through. While the Critical Mode difficulty alleviates this significantly due to starting you out with better movement and combat abilities, there is a clear and stark divorce between the game’s skill floor and ceiling, which leaves the overall experience uneven and difficult to tailor without some foreknowledge.

Kingdom Hearts 2 2.5 HD Remix Xigbar of Organization XIII
Who is your favorite member of Organization XIII?

Even so, Kingdom Hearts II delivers masterful culminations of its combat mechanics throughout, elevating the game to stratospheric heights. Numerous boss fights are breathtaking, and the battle against 1,000 Heartless enemies at the game’s midpoint, beyond being a technical marvel for the PS2, is a stunningly thrilling encounter. 

Further, every Organization boss fight—several of which are exclusive to the Final Mix edition—is a unique, themed encounter that forces utilization of your entire arsenal, and all of them stand out as special and memorable. Particularly, the postgame refights against Organization XIII and the game’s two superbosses are some of the greatest, most thrilling boss fights in any video game to date, period. 

Kingdom Hearts II’s standout moments and fights shine even brighter due to Yoko Shimomura’s magnificent score, especially with the robust orchestrated tracks in the 2.5 HD Remix. This game is a case study in Yoko Shimomura’s masterful conveyance of emotional depth through music; “A Fight to the Death” spins with dizzyingly exhilarating piano flourishes paired with sweeping, dueling string sections evocative of the intense battle it plays in. The theme of Roxas, especially in “The Other Promise,” exudes existential torment, rage, and devastation with frantic, rollercoaster-like piano crescendos and mournfully insistent flutes. If players come away with a powerful emotional impact from the characters, Shimomura’s score is a major reason why.  

All in all, Kingdom Hearts II is a tremendous accomplishment, and while it occasionally fails in consistently executing at the absolute highest level on its best elements, especially regarding the plot and worlds, it remains consistently engaging due to its high production value, riveting gameplay, stellar boss fights, and superb postgame content. For anybody who loves and appreciates ARPGs, it is a foundationally tremendous, if slightly imperfect, titan of the genre.  

  • Graphics: 90
  • Sound: 99
  • Gameplay: 92
  • Control: 87
  • Story: 77
85
Overall Score
(not an average)

About our grading scale

Review by · June 26, 2025 · 12:00 pm

In the not-so-far future of 2029 (okay, it’s slightly farther from Deus Ex: Mankind Divided’s 2016 release), the world is still reeling from the “Aug Incident” that struck two years earlier, as depicted in Deus Ex: Human Revolution (2011). Humans—or “naturals”—are disconcerted and distrustful of their mechanically augmented brethren, Augs—or, derogatorily, “clanks”—and even Aug-progressive cities have become volatile police states filled with armed guards and forcible checkpoints. Mankind is indeed divided. Gruff Aug protagonist Adam Jensen is back, now working for the Interpol group Task Force 29 while playing double agent for the underground rebel group the Juggernaut Collective. Agent or hacktivist; those juicy roles are ripe for playing, as you can choose just how “punk” you want to be in this impressively written cyberpunk setting.

When I played Human Revolution in 2011, I was annoyed by Adam’s gravelly voice and seemingly tryhard toughness, but I realize now that the market of no-nonsense military types was simply oversaturated in the PS3 era. Adam really grew on me within a few hours of Mankind Divided for how competent and sharp he is. No matter the choices one makes in the semi-branching storyline, his dialogue is informed and convincing, making me feel like the smartest guy in each room. Not only that, looking beyond some of the action movie banter with MacReady in the opening mission and the dialogue of the boring, one-note villain (no spoilers who that is), the game is intelligently written, including a very wry sense of humour unfortunately reserved for sidequests. If games like Cyberpunk 2077 are aping the edginess of, say, William Gibson’s landmark novel Neuromancer (1984), the Adam Jensen Deus Ex games are closer to Gibson’s later, more grounded novels like Pattern Recognition (2003). It’s rated “M” for mature less in a drugs-and-killing way and more in a techno-conspiracy, kids-will-leave-the-room-with-disinterest way, and I appreciate it more in the near-decade since its release.

Deus Ex: Mankind Divided screenshot of player hacking an enemy attack drone in a sci fi city setting.
Wave “hi” to the killer police drone!

Gameplay-wise, Mankind Divided is very similar to the systems revolutionized in Human Revolution. You generally infiltrate army compounds, banks, and big tech offices, choosing to go lethal or non-lethal, stealthy or guns and robot fists blazing. I opted for the “shooter” control scheme (the others seemed nonsensical to me), though the emphasis is less on blasting and more on the “immersive sim” elements, a term I’ve seen increasingly thrown around for story and systems-heavy shooters like the BioShock, System Shock, and Dishonored series, with the latter playing very similarly to Deus Ex. Going stealthy and non-lethal the entire game (I zapped, tranqed, knocked out, but killed not a single soul) meant that I spent a lot of time crawling through vents and hacking doors and personal computers. RPG elements, aside from dialogue choices and commanding plot direction, come in the form of slotting augmentations for Adam using “Praxises” gained by leveling up. You can level up your x-ray sight, strengthen your arms for melee moves and moving heavy items blocking vents, augment your lungs with a rebreather to avoid gas, and so on. It’s worth noting that though the game’s 12-hour or so story feels perfect for replays with new abilities and styles, nothing is stopping you from switching up your playstyle at any time, if the urge to kill so compels you.

Every skill from Deus Ex: Human Revolution is present, and you even get to play with the full shebang in the opening mission’s ‘abilitease.’ New to Mankind Divided are more experimental abilities like the Icarus instant dash that overclocks your system, meaning you must sacrifice and forever block out another experimental ability to rebalance yourself. You only need a few Praxises to fully level most skills, which means that you can very quickly play exactly how you want, but this also means that the latter half of the game’s leveling feels less important, and the difficulty of the second half drops immensely. Going silent and nonlethal was extremely frustrating for me during the mid-campaign ARC infiltration mission in the Aug shantytown Golem City (and changing difficulty does little to nothing to affect stealth), but the final few missions were laughably easy, to the point where I non-lethally dispatched the final boss within seconds. The enemies don’t really get tougher, and the security systems don’t really change—Adam just gets stronger. Oh, and those widely panned boss battles from Human Revolution? Gone here, and good riddance.

Adam Jensen takes cover behind a police cruiser as armed police patrol. An armored man points at a lovely rainbow of drugs.
Plenty of armed state police to keep Augs in, erm, Czech.

While the Deus Ex series has always had you globetrotting mission to mission, Mankind Divided is a relatively small-scale story taking place mainly in the city of Prague, with a few major story missions taking you to other notable countries I won’t spoil. Prague in-game is a unique and fully realized setting, with tons of believable near-future details and just enough real-world accuracy. I just happened to have visited Prague a month before playing and was impressed with the game’s visual touches, like the red slate rooftops in some neighbourhoods and the skyline of Prague Castle and Charles Bridge in the distance. Prague is an open setting, and in terms of size, it’s what you’d call an inch wide and a mile deep, considering the variety of approaches you can take with everything. Between major story missions that transport you to locales familiar and exotic, you can find side missions in Prague with as much, if not more, content than the main missions. These get locked off when you continue the main story, but the game will warn you when it’s your last chance to complete certain side missions. Be warned, many later missions build off your completion of those earlier, so if you want to see everything, you must do all the side missions in Prague as they become available.

Prague itself and the story missions in general are very tightly designed. The timing of things like door hacking, security camera (and turret) pans, and guard patrols line up beautifully so that you’ll always face a challenge unless you play this thing loud like Call of Duty, in which case a lot of difficulty and design are trivialized in my opinion. Levels have a nice sense of verticality, and enemy sightlines are realistic and unforgiving, meaning simply crawling in a vent or perching just above baddies will do nothing to hide you. The levels are designed brilliantly, and most skills revolve around your interaction with the environment—busting down breakable walls, say. Then, too, there is the way the camera switches to third person when you press up against a wall for stealth, and your HUD will show walls you can command Adam to run to. The opening mission in Dubai does well to tutorialize the basics, though later elements of the game are poorly (and sometimes never) explained, like what the various items in the hacking minigame do or how to deal with laser tripwires, in which case there’s an annoying sense of trial-and-error for people like me who are rusty with the series. You can save almost at any time, which I recommend you do if you don’t want a single misstep to completely ruin your sneaky infiltration.

Players use their robotic arm to shoot a blast of air at an enemy soldier.
“Go-go-gadget, rocket punch!”

For the soundtrack, composer Michael McCann returns from Human Revolution, joined now by Sascha Dikiciyan (who contributed to Mass Effect 2 and ME3, which sound quite similar to this game) and Ed Harrison. The soundtrack is musically less melodic and theme-driven than Human Revolution, but I love the more ambient, moody way it heightens Mankind Divided’s tense setting, becoming more agitated and rock-influenced as the action ramps up. I’d call both Adam Jensen Deus Ex soundtracks underrated gems that far surpass the sci-fi soundtracks of Hollywood in the past fifteen years. Mankind Divided’s sound design is sleek yet impactful when clocking soldiers in the face or stun-gunning enemies. The voice acting, too, holds up excellently for the main cast, especially Adam, TF29 Director Jim Miller, and sullen-tempered pilot Chikane. Enemy banter, including that from the main villain, is typical of game thugs, from the pseudo-Eastern European accents to the hilariously passive-aggressive state police (“Watch yourself, clank!”).

Aside from the main story, Breach mode is an online-connected series of challenge rooms visually and conceptually similar to Metal Gear Solid’s VR Missions. This mode is serviceable considering it’s more Deus Ex gameplay, but it’s entirely skippable and its absence won’t negatively affect your experience. The companion app, aspects of which occasionally rear its ugly PS4-era head, has also been defunct for years, but again, that won’t affect you in the slightest. If anything, the controversial DLC and microtransactions that haunted the game’s original launch (in a very cyberpunk megacorporation kind of way, I might add) are now forgotten and inconsequential ghosts in the machine, allowing the campaign to stand more proudly on its own.

Players exchange fire with enemy soldier programs amidst a room full of lasers.
I just wish they had explored Breach mode’s cool holographic style more in the story!

As said before, even though this game has been out for nearly a decade I’ll avoid story spoilers, but know that it has writing and world-building worth experiencing. The ending, unfortunately, is rather abrupt and unfulfilling, clearly leading into a third Adam Jensen Deus Ex game that I fear we shall never see, considering the tragic handling of this franchise by those who’ve passed developer Eidos Montreal from hand to hand. Though it doesn’t propel the series forward in the way Human Revolution did, everything in Deus Ex: Mankind Divided is finely improved, finely tuned, and holds up a console generation later. It’s a great game on its own, but ending the Deus Ex series this way is akin to ending a great song at the bridge.

  • Graphics: 86
  • Sound: 90
  • Gameplay: 88
  • Control: 82
  • Story: 85
85
Overall Score
(not an average)

About our grading scale

Review by · June 25, 2025 · 12:00 pm

In 2011, Deus Ex: Human Revolution revitalized a franchise, garnering heavy praise yet alienating fans of the original who sought a faithful “immersive sim” follow-up. Two years later, Deus Ex: Human Revolution Director’s Cut launched to PC and all current consoles, including the series’ first foray into Nintendo territory (Wii U). This Director’s Cut added the standalone Missing Link DLC into the full product, refined some key dialogue and boss sequences, and cleaned up some other loose ends with combat and animation quality. In my opinion, it’s the definitive version of the game to play.

Regardless of the version you’re playing, however, questions remain: did this game stand the test of time? How does Human Revolution fare when playing it in the year 2025?

Honestly, I’d say it’s pretty swell! Mission-based action RPGs have certainly grown as a genre since 2011, so at times, I find myself imagining alternative mechanics and branching narratives that would make for a better experience today. Nonetheless, I enjoyed my brief return to Detroit, Hengsha, and Panchaea.

As I explored the world of DX:HR, I couldn’t help but think of the timeline built by this franchise. The original Deus Ex takes place in the year 2052. As a prequel, Human Revolution jumps back to 2027. Among the settings in this gritty dystopia, few predictions have come to pass. Mechanical and neurological augmentation is largely hypothetical and nothing like the unregulated mess and us/them dynamics of this series. Though we have anti-vaxxers in our post-COVID world who refer to themselves proudly as pure bloods, the idea that an mRNA vaccine is tantamount to a visit to a DX:HR LIMB clinic seems laughable to me.

Deus Ex: Human Revolution Screenshot, showcasing a LIMB clinic.
What will Taggart and the Humanity Front say about all these “auggies” visiting the LIMB clinic?

Additionally, much as large language models boast impressive features and can serve as useful tools, I don’t think ChatGPT and its ilk can hold a candle to the global media-controlling AI, Picus Media’s Eliza Cassan. If we move from LLM to AGI in the next two years, I’d be shocked.

There is also the cute reference to Final Fantasy in-game. DX:HR came to us after Square Enix acquired Eidos, so the team was able to pull a few fun references. You may run across a poster for a Final Fantasy XXVII within the game’s environs, . Yes, that’s right, twenty-seven. Square Enix is ten entries behind the aggressive fictional timeline.

My desire to analyze the game’s timeline and prognostications derives from the game’s poignant insights into the human condition. Though critics over the years have chided the game’s narrative for waxing philosophical and on-the-nose preaching about humanity’s perch on the precipice, I found myself enjoying the tale told here more than memories of my first playthrough (in 2013) suggested I should.

Beyond the grand narrative, there are the smaller stories, the character interactions, the chapter arcs and side stories. I find myself particularly drawn to the iconic voice of protagonist Adam Jensen, portrayed by Elias Toufexis. And I’m not talking about the meme-worthy line “I never asked for this,” though that is undoubtedly a great delivery. Toufexis’ delivery is at its best during the lengthy persuasion dialogues, with my favorites being the interactions between Jensen and his boss, David Sarif (voiced by Stephen Shellen), and the climactic dialogue between Jensen and Hugh Darrow (voiced by Arthur Holden). Somehow, these dialogue sequences are more impressive to me now than they were in 2013. The dialogue and the delivery stand apart from most sci-fi and fantasy games and are on par with Geralt of Rivia (Doug Cockle) in The Witcher and Clive Rosfield (Ben Starr) in Final Fantasy XVI. If you’re wondering how I determined a sound subscore above 90%, it wasn’t just the music. In fact, much as I appreciate the Deus Ex: Human Revolution Original Soundtrack, I think it is precisely the voice acting that elevates the listening experience.

Screenshot of a sketchy man prodding Adam Jensen from Deus Ex: Human Revolution, one of the IPs Embracer Group is acquiring
“Don’t worry, Adam!” Why do I feel like Sarif is manipulating me?

As an aside, I’ll note that I saw Toufexis’ name crop up in my most recent watch on Netflix: season 3 of Blood of Zeus. I’d forgotten that Elias Toufexis plays the role of Seraphim, one of the lead characters in that show. He did a great job there, but in my mind, Toufexis is inexorably linked with the voice of Adam Jensen.

Graphically, DX:HR holds up fairly well for a game released the same year as Skyrim. One thing that strikes me about the visual experience in 2025 is that the pre-rendered, recorded cutscenes sometimes look outdated compared to the in-game graphics if you’re playing at the highest settings with a high-end PC. In the realm of PC gaming, it’s understandable how this can happen, but even so, I imagine it’s somewhat rare.

When I put the intricate story aside and focused on the mission ahead of me, I found the game just as fun and enjoyable as I had long ago. Yes, the “stick-to-wall” phenomenon with taking cover can feel a little clunky. But once you get used to it, this is a great game for stealth experience. I should note, when I first played, I went after all of the achievements, requiring multiple playthroughs with differing goals. A pacifist playthrough was hard enough, but for my money, the greatest challenge was Foxiest of the Hounds, a stealth-related achievement for never tripping any alarms or allowing any guards to activate alarms. Back then, I found this achievement a frustrating-but-fair experience. This time around? I gave it a go in the first two combat settings, then switched up to a sort of berserker play mode, the opposite of stealth. This approach only works on the easiest difficulty setting, but it was a great deal of fun!

I had forgotten just how big and how small DX:HR was — environs that feel an inch wide, though the player can dig a mile deep. The game’s first open environment is the city of Detroit. You have limited access across a relatively small area, though there is something to be said for traversing different heights as well. Alongside the main quest, you gain access to sidequests through various means, and it’s all tracked conveniently in the game’s menu. As you change from one area to another (Hengsha, Montreal, etc.), sidequests expire, so those interested in seeing everything the game has to offer need to prioritize the sidequests over the main story.

Deus Ex: Human Revolution Screenshot, showcasing the multi-tiered city of Hengsha Island.
The Midgar-esque two-tiered city of Hengsha would be so much fun to explore if only the devs had finished a hub for Upper Hengsha!

At the end of the day, I think Deus Ex: Human Revolution remains a great experience, one worth returning to all these years later. However, the caveat remains: if you’re looking for a game that plays like the first Deus Ex, that is not what you’re going to find. This is a carefully crafted narrative title with relatively few degrees of freedom in puzzle-solving, combat, or autonomy in crafting the story. I am a fan of YouTube content creator hbomberguy, and his 3.5-hour video on DX:HR from 2022 is one I’ve watched several times over. I highly recommend it, as it provides background and insight on the game’s development and outcomes compared to its predecessor. However, I would push past his conclusion that DX:HR is merely “fine.” I think it’s still a great game to play, but you just have to know what you’re into and temper your expectations. An immersive sim, this is decidedly not.

  • Graphics: 87
  • Sound: 92
  • Gameplay: 85
  • Control: 80
  • Story: 83
87
Overall Score
(not an average)

About our grading scale

Review by · June 24, 2025 · 12:00 pm

The shining reputation the first Deus Ex enjoys is no accident. Director Warren Spector has stated that Ion Storm’s John Romero asked him to make the game of his dreams without budget restrictions and with a large marketing push. Under those circumstances, visions of grandeur seem inevitable. What is not inevitable, as shown by most other Ion Storm projects, is the artistic or commercial success of the product. Thankfully, Deus Ex pulled it off with its unique blend of genres, palpable atmosphere, and sparkling quality.

In the three years since the release of Deus Ex, the technology available to video game developers and consumers had progressed by surprising lengths. Physics simulations, fancy lighting effects, bump-mapped textures, and other advances promised to further connect players to their game experiences. Applying many of these advances to a sequel to Deus Ex is a tantalizing prospect… Until you realize it’s being developed for the Xbox. This comment deserves an explanation, but let’s understand the game first.

Deus Ex: Invisible War is set around twenty years after J.C. Denton merged his consciousness with the Aquinas A.I., triggering a new dark age of sorts known as The Collapse. The sequel thrusts you into the role of Alex D, a promising agent-in-training at the Tarsus Academy, which is experimenting with cutting-edge human enhancement technologies. After a devastating nanobot bomb targeting the Tarsus Academy’s Chicago branch disintegrated a huge swathe of the city, you are transferred to the Seattle branch. This branch is then immediately attacked by a shadowy religious organization called The Order.

Aiming an electric weapon at an Acolyte in dark clothing.
An Acolyte of The Order.

Upon your escape, you meet the security forces of the World Trade Organization, whose interests sit directly opposite those of The Order. Later on you meet the Knights Templar, who are fanatically opposed to any human modification and discriminate against augmented persons. These are the main forces driving a story that transports you from Seattle to Cairo to Trier, Germany, to uncover the motivations of these factions and find your place in this mix of conspiracies. The story is a fun ride while you’re in it, nodding to our current time with commentary on the impact of artificial intelligence and a general meditation on free will in a high-tech world. Still, once it’s over and you look back on it, it’s rather flimsy and disappointing. Any potential branching of the story is betrayed by the fact that no matter how much damage you do to these factions, in the last 20 minutes of the game, they all leave the door open for you to deliver their version of a new world. The game reveals the provenance of The Order and the WTO in a way that appears intent on blowing your mind but is rather sad instead. Ultimately, the story will propel you forward, but it will not invite further reflection.

In Deus Ex games, the missions and the areas they take place in can often be well-designed and fun to play in, but the hubs between missions can be even more engaging. They are chock-full of places to explore, side quests to complete, and generally lots of details that make you believe in what you’re seeing. They don’t feel game-like, but instead like authentic places where people live and go about their lives. These sections are some of the most profoundly connecting of these games. In light of this, when one sets foot in Seattle, the first hub of Deus Ex: Invisible War, it is impossible to avoid the feeling of sinking melancholy.

The great city of Seattle is apparently a cramped series of nearly empty hallways. The time it takes you to walk until you hit a loading screen can be under a minute, but even if the whole area were seamless and load-time-free, it would be tiny for a Deus Ex hub. It gives you the impression that the technology used to power Invisible War can’t comfortably render more than three or so NPCs at once since the citizens are spread out and hidden in the corners of the narrow maze of a map. Yes, there are side quests and items to find while exploring hidden areas, but at the end of the day, what should be the most connecting part of a Deus Ex game is instead alarmingly disconnecting. The Seattle nightclub, for example, is one of the most depressing sights in the game, with its minuscule, nearly empty dance floor and cramped, deserted VIP room.

A floating droid with two gun arms and bright searchlights.
Welcome to Seattle. The bathroom is on the left.

It’s not all bad, though. Deus Ex: Invisible War sports incredible lighting and shadow effects that remain highly convincing decades later and make great use of physics simulation, with nearly every object in an area being affected by the forces acting upon it in a believable way. Even in hub areas, Invisible War puts its worst foot forward, as each subsequent hub improves upon the previous one, with Trier being particularly believable. The missions and mission maps also tend to be pretty great, with ample opportunities to sneak, hack, and fight your way to each objective.

Thus, we see a game in conflict with itself, with contradictions bearing down on contradictions in a twisting pile of missed potential. Invisible War‘s lighting and physics systems represent an admirable effort to connect you to the game world, while the moribund hub areas rip you out of your suspension of disbelief. Engrossing missions can be ruined by running out of ammo for your favorite weapon. Which is the ammo for all the weapons.

Yes, Deus Ex: Invisible War contains the absolute head-scratcher of a decision to unify ammunition across all weapon types except grenades. Yes, flamethrower ammo is the same as rocket launcher ammo, tranquilizer dart ammo, etc. Not only does this kill any sense of authenticity in the world, but it also makes no sense from a gameplay perspective, as there’s no need to conserve ammo for a specific weapon or differentiation between lethal and non-lethal weapons.

This leads to the hair-pulling state of inventory management in general. It’s easy to understand how “Tetris-style” inventory management isn’t for everybody, but Invisible War‘s “streamlined” solution causes far more problems than it solves. Every item, from a bag of chips to a heavy flamethrower, takes up one slot. Thankfully, consumables stack in the inventory, but it further plunges the concept of this inventory system deeper into madness. It makes nothing easier. On occasion, you still must go into your inventory to drop an item so you can use the energy cell on the desk in front of you to replenish your power, then pick the first item back up.

In a similar fashion, the character building boils down to a biomod system that’s paltry for a Deus Ex game. You don’t gain skill points but instead install and upgrade biomods. Some are cool and useful, like Cloak and Bot Domination, and some are not, like Enhanced Vision or Defense Drone, but it’s all rather underwhelming and fails to provide any experience of worthwhile progression. You can cultivate an unstoppable build in the first third of the game and end up with many extra biomod upgrades you can’t use because you’ve maxed out all the ones you care about.

Deus Ex Invisible War screenshot of what seems to be a maintenance or construction robot in a cave.
Thanks, Buddy.

All of this brings us back to my earlier point about how unfortunate it is that they built this game for console before porting it to PC. The early 2000s was a time when rendering techniques new to video games had generally worked themselves ahead of the hardware available to most people, so the great lighting effects and physics calculations likely took a toll on the other aspects of the game. Of course there’s a degree of speculation there, but during this time there was indeed a dismal trend of developing games for console first, then poorly porting them to PC with spotty mouse support, bad optimization, and other issues. This is the case for Deus Ex: Invisible War. One example is that the inventory design seems to favor controller inputs. Thank goodness that Eidos Montreal realized you could do decent inventory management with a controller in the prequels that followed.

As for the cramped nature of Invisible War‘s maps, it would be tempting to blame the Xbox for that as well, but it’s more likely that the Unreal 2 engine, mixed with the aforementioned physics and lighting systems that it valiantly shoulders, are more to blame. Back then, these bells and whistles were especially expensive to implement from a performance standpoint. Perhaps related factors are also the cause of the sheer amount of bugs I found. Inventory glitches occur when certain items are placed in a new precious slot instead of a stack of the same items you already possess. There are also some ear-shattering sound bugs I experienced on at least two maps when an explosion happened. Even with my volume at twenty percent, these explosions were so loud that they came out of my speakers distorted. There were also no less than three occasions where loading a save put me back about 45 minutes from where I last saved.

Dialogue options choosing between a key and master code in Deus Ex: Invisible War.
Dialogue options.

Deus Ex: Invisible War is a fun game. The missions are well-designed with many approaches to success, the story is an enjoyable ride (for a while), and it can be graphically attractive. However, its failure to live up to its predecessor is an unavoidable inconvenience. Perhaps Invisible War‘s biggest crime is that it’s not the original Deus Ex, even if there’s a lot to enjoy on its own merits. Unfortunately, some frustrating decisions and circumstances let this game down, even divorced from its heritage.

In a world that enjoys the existence of three truly great Deus Ex games plus a whole landscape of great works that carry its legacy and influence forward, there is little reason to play Deus Ex: Invisible War. After the first Deus Ex shone a ray of light into what players thought was possible in a computer game, this sequel throws a curtain over it. The greatness behind desperately reaches out through pinpricks, but sadly, it fails to warm the room.

  • Graphics: 80
  • Sound: 70
  • Gameplay: 70
  • Control: 80
  • Story: 60
72
Overall Score
(not an average)

About our grading scale

Review by · June 23, 2025 · 2:00 pm

[Editor’s Note: June 23rd, 2025 marks the 25th anniversary of the original Deus Ex. In honor of this, we have asked our review team to offer fresh looks at all four mainline games in the series. Be on the lookout for those later this week!]

Twenty-five years ago today, we were given a glimpse into the dark future. A looking glass into a world very much like our own, yet steeped in rampant experimental technology, domineering corporations, despotic governments, and shadowy, far-reaching conspiracies running through all of it. While there are echoes of those descriptors in today’s world, Deus Ex perhaps didn’t set out to be such a prescient work from the outset. Yet, their foresight into the 21st century is downright eerie at times.

Basically, imagine a world where every conspiracy theory you’ve ever heard is all simultaneously true. That’s essentially the setting of Deus Ex.

You play as JC Denton, a newly minted agent for UNATCO, the United Nations Anti-Terrorism Coalition. We learn right away that JC’s placement into the agency is a decision viewed with equal parts fervor and fear since he and his brother, Paul, are UNATCO’s (and the world’s) first nano-augmented humans.

While biomechanical augmentations such as robotic arms and legs are widely represented and accepted as a part of society in 2052, nano-augmentations are less familiar to the populace as a technology, making JC and Paul outcasts of a sort in Deus Ex society. The feeling is compounded by the fact that the nanites allow their users to do things humans normally could not, namely, turn invisible and perform feats of superhuman strength.

Together with Paul, JC’s first mission for the agency involves thwarting an attack on Liberty Island by the radical terrorist group NSF (National Secessionist Forces). From this, you soon find out that Paul has betrayed UNATCO and defected to the NSF for reasons unknown. What follows is a rollercoaster political thriller plot full of twists and turns at every interval as JC uncovers a conspiracy that reaches all the way to the top and beyond.

Screenshot from Deus Ex depicting scientists in an extremely poorly lit lab, one at a tank and one heading toward a terminal.
Wouldn’t be a sci-fi story without a mysterious underground lab.

On its own, Deus Ex‘s story is a very campy, pulpy one. I don’t mean that as an insult, but rather that it doesn’t try to take itself too seriously and is capable of having fun with its premise, thanks mostly to JC’s dry wit and deadpan delivery. If you were to read the game’s broad plot strokes as a novel, for instance, removed from all gameplay contexts, you might find it somewhat dull and uninspired. However, it’s those very gameplay contexts that made Deus Ex a one-of-a-kind narrative experience and what keeps it in such high regard to this day.

Above all else, the reason for this narrative/gameplay success is that Deus Ex functions as an immersive sim. While it certainly wasn’t the first, Deus Ex is what many consider to be the finest example of its subgenre. You see, an immersive sim is defined as being “driven by its systems.” In many ways, it’s the polar opposite of linearity in a game design sense. Immersive sims encourage full, untethered player exploration and experimentation. It essentially takes the phrase “there are no wrong answers” as a core design principle—players can tackle each of Deus Ex‘s levels and many objectives in whatever order and by whatever means they desire.

The number of times I asked a question starting with “I wonder if I can…” only for the game to immediately answer that I could is frankly staggering. This happened on every level of Deus Ex, from something as innocuous as skipping past a particularly taxing locked door by blowing it up to shortcutting entire questlines by making a series of story or gameplay decisions in a certain order. It really exemplifies how remarkable and ahead of its time Deus Ex is.

Despite being the blueprint for most beloved immersive sims of the 21st Century (Dishonored, Prey 2017, Vampire: The Masquerade – Bloodlines), Deus Ex is still roundly considered the best in the genre, and for good reason. It’s a reactive, tactile world that engages the player in a tug-of-war with its systems to see what works and what doesn’t, in ways that few games can match, even to this day.

Screenshot from Deus Ex depicting a street skirmish, with several armed soldier-like figures standing around blockades and a car in the background.
UNATCO and NSF, the two major factions in Deus Ex, seen here having a disagreement.

When it comes to approachability, that’s where Deus Ex loses a lot of people. It’s not entirely the game’s fault, only that it hails from an era of gaming where RPGs were more niche and could afford to take a lot more risks by design. With every detail, it’s clear that the team built Deus Ex for an enthusiast audience more than the average casual consumer. Further supporting this idea, the PS2 port, Deus Ex: The Conspiracy, had to redesign many of the game’s fundamentals to the point where one could argue that it’s an entirely different gameplay experience.

In my opinion, Deus Ex doesn’t put its best foot forward in onboarding new players. True, it has a training mission (accessible from the main menu) that’s fairly robust and extensive in explaining all of the game’s mechanics and ways to exploit them; however, the opening Statue of Liberty mission throws players in the deep end with a fairly tricky scenario and level layout and lets you have at it without a gradual build-up to get more intimately acquainted with its systems.

Now, I acknowledge that there probably is an optimal way to tackle this level that more or less covers those criteria, but newcomers wouldn’t be privy to that info, leading to a rather poor first impression. In fact, I put off playing Deus Ex for a long time precisely because the opening level is so overwhelming. Anecdotally, I’ve heard the same from others, too. While I’m grateful I pushed past it for this review and to celebrate the game’s 25th anniversary, I can easily see myself not bothering otherwise and continuing to play the series’ modern installments instead.

Again, this isn’t necessarily the game’s fault; in many ways, Deus Ex is a relic of its time, genre, and platform. Its open-ended playground design is both a blessing and a curse. It can be very intimidating for those unfamiliar with the other immersive sim RPGs that preceded it, like Thief: The Dark Project, System Shock 1+2, and Ultima Underworld: The Stygian Abyss, a game widely considered to be the original imsim.

It also doesn’t help that stealth, while still mostly reliable, fleshed out, and providing options and alternative routes for each of Deus Ex‘s 13 levels, can occasionally behave differently than you want or expect. Granted, this generally only applies to sneaking around enemies, with the game being touchy about what counts as “hiding in the shadows” or not. Thankfully, taking a stealth approach is merely one of dozens of potential strategies, and even then, stealth still functions well enough at the best of times.

Screenshot from Deus Ex depicting crossfire between armed soldiers.
You don’t necessarily have to take sides when street battles break out in this game.

In totality, Deus Ex presents as a game that’s a mile wide and five miles deep. Many of its components, on the surface, may not look like much, but when you take them apart and see how many moving parts there are, you can truly appreciate their worth.

This principle applies to its level design, systems, story, and every facet of its gameplay. The gunplay, for instance, can be initially very frustrating. Not just in a modern context either, since surely many FPS fans were used to the Quake, Half-Life, and Unreal school of shooters, which Deus Ex does not approach. That’s not for a lack of capability, but more than it’s just a different kind of shooter. Really, it’s tricky to say that it is a shooter at all. It’s a lot more deliberate, calculating, and strategic.

The more you play the game and invest in certain weapon skills, the more you realise that each of Deus Ex‘s arsenal of guns serves a specific purpose and can be useful in specific situations. In summary, the less you treat it like a shooter, the more you’ll appreciate its combat for what it is.

The same is true of Deus Ex‘s story. Sure, it’s a hokey, hammy cyberpunk political spy thriller with the occasional corny line of dialogue, odd line delivery, or the uncomfortable racist depiction of Chinese people in the Hong Kong level. Yet, despite that, it’s still incredibly clear that its themes, messages, and almost Nostradamus-like foresight into 21st-century politics, technology, and socioeconomics resonate even now.

This “mile wide, miles deep” principle arguably extends even to its soundtrack. Initially, I found some of its tracks to not be much. I even found some kind of annoying and repetitive. Yet, I kept coming back to them and found myself humming along as the levels went on. Straylight Productions truly indoctrinated me, and over the course of the game, I came to love the ambient, darksynth sound. Apparently, even game director Warren Spector had the same experience as I, initially becoming irritated by the main theme before catching himself humming along to it constantly.

For those who have yet to play the original Deus Ex, whether due to lack of interest, being overwhelmed by the opening mission, or the fact that it’s nothing like Human Revolution or Mankind Divided, I highly encourage you to give it another, proper go, and try and meet it where it is and not where you’d ideally want it to be.

More than many classic games I’ve gone back and played, while it may seem dated on the surface, Deus Ex is more than meets the eye and stands tall as one of those universally acclaimed video games that’s well and truly earned its reputation and placement in the annals of gaming history. Its influence resonates far and wide in the industry today, inspiring countless games and helping to usher in a new era of Western RPGs.

For the optimal (or, shall we say, “augmented“) way to play Deus Ex today and still have a vanilla experience, I cannot recommend Deus Ex Community Update highly enough (which is how I played it). It’s a compilation of quality-of-life mods that fix some essential issues, provide widescreen support, and don’t really interfere with the game’s systems. Otherwise, the new PS2 Classics re-release of the PS2 version of Deus Ex on PlayStation Plus can be a suitable, albeit somewhat different, experience that still comes impressively close to matching up with the PC version.

  • Graphics: 80
  • Sound: 90
  • Gameplay: 99
  • Control: 92
  • Story: 84
95
Overall Score
(not an average)

About our grading scale

Review by · June 18, 2025 · 10:01 am

As someone who grew up with RPGs, I’ve long championed remasters of forgotten titles, especially now that most classic games are no longer accessible on modern platforms. Reviving lost titles has never been more important. Enter RAIDOU Remastered: The Mystery of the Soulless Army, one of the best examples of how to do it right. Thankfully, Atlus has delivered an excellent version of the game, though the source material is rather dated at this point.

Originally released in 2006 for the PlayStation 2, Devil Summoner: Raidou Kuzunoha vs. the Soulless Army was an experimental spinoff of the broader Shin Megami Tensei series. Set in an alternate-history Taishƍ-era Japan, the game stars Raidou Kuzunoha XIV, a detective and Devil Summoner who must protect the Capital from supernatural threats. Right from the start, the classic Shin Megami Tensei influence is unmistakable. There is a level of mystery and intrigue here amplified by the detective story and film noir aesthetic.

The story, setting, and core characters remain untouched in this remaster; nevertheless, the updated graphics help elevate the overall atmosphere. The gameplay, however, is much different from the original. Unlike most Shin Megami Tensei games, RAIDOU Remastered is an action RPG with mostly real-time elements. As mentioned in Scott Clay’s preview, random encounters are gone, perhaps the most welcome change for a game of this style. I generally don’t mind random encounters in turn-based games, but they’ve always felt out of place in ARPGs.

Raidou fighting a powerful starfish demon boss using melee while increasing his stats.
Fast-paced action teams up with classic RPG tactics.

You control Raidou directly on a small battlefield, and encounters are always instanced rather than in seamless environments. You can use basic attacks, perform combat skills, fire your gun, or dodge-roll to avoid incoming attacks, all in real time. Much like the Press Turn system in other Shin Megami Tensei games, targeting an enemy’s weakness stuns them for a significant amount of time. 

One notable change is the ability to have two demons on the field. This is particularly helpful for managing large groups of enemies during the more chaotic battles. This version also introduces jump attacks, which add a new dimension to the combat. Although I did not use them often, they’re a welcome feature that adds spice to the gameplay. Combined with Raidou’s improved responsiveness, these changes create a more satisfying battle system overall.

Demon interaction goes beyond combat in this game. Through investigation skills, certain demons can uncover hidden items, reveal secrets, or provide access to areas that are otherwise off-limits. My favorite feature is the ability to read the minds of NPCs so you gain valuable insight and understand the true motives of different characters. Demons also play a role in story progression, as you have to use certain skills to solve cases. 

As with most Shin Megami Tensei titles, RAIDOU Remastered includes a full demon fusion system. With the addition of over 50 demons in this version, the roster is as feature-complete as the game’s contemporaries. Demon negotiation, on the other hand, remains as barebones as ever. Your choices during recruitment are almost meaningless, as success is essentially guaranteed if you have enough MAG and meet the required level.

Atlus always delivers with the music, and RAIDOU Remastered is no exception. As a fan of Shoji Meguro’s original work, I didn’t think that the soundtrack needed a remaster, but it’s a neat addition nonetheless. What surprised me the most, though, is the addition of voice acting. Nearly the entire story is fully voiced, and there is a level of effort and quality here that you typically only see in a complete remake.

Raidou fusing Raiho, a powerful Jack Frost demon after completing a case file.
Meet detective Jack Frost!

Thanks to all of these quality-of-life changes, RAIDOU Remastered is one of the most impressive remasters I’ve seen from Atlus. But does the game itself still hold up? That’s where I find myself a bit conflicted. Unfortunately, the reality here is that the core game has not aged well and there’s only so much you can do to cover that up.

The story consists of episodes, most of which follow a fairly predictable pattern: investigate a strange case, complete a series of errands, and eventually unlock a dungeon. Despite RAIDOU Remastered’s short length, I found that its structure quickly wore out its welcome. In particular, the constant reliance on fetch quests often kills the momentum. You frequently travel back and forth across the same handful of maps just to talk to the same handful of NPCs over and over again. More often than not, Raidou felt like an errand boy rather than a detective. 

Further, the pacing issues became more apparent because I spent half the story doing fetch quests. The story in RAIDOU Remastered is backloaded, with most of the main events occurring in the final episodes. Considering the short runtime, I would have appreciated more exposition in the first half. The other issue here is that certain episodes seem disjointed, and some events happen almost randomly without cohesion. With that said, the plot does get interesting towards the end, and many of my concerns became resolved before the conclusion. 

Compared to more modern Atlus titles, the characters in RAIDOU Remastered tend to supplement the plot rather than drive it. Character development takes a backseat to the overarching narrative, and many feel more like a means to an end than fully realized individuals. One notable exception, however, is your cat, Gouto. He serves as both comic relief and your guide through the story, delivering frequent witty remarks throughout your journey. In fact, if you don’t have enough yen to fast travel, he will even pay your fare, though he’s always annoyed about it. Funnily enough, this feature later carried over to Morgana in Persona 5. 

Shin Megami Tensei Raidou negotiating with the demon Mokoi where he is given three options responding to a question about who is the boss
Who is the real boss here?

As with any remaster, the most important question is whether this game is still worth playing today, especially for newcomers. I’m of two minds about this. If you’re a hardcore Shin Megami Tensei fan, you should absolutely pick this up, whether or not you’ve played the original. There’s enough content to make RAIDOU Remastered a must-buy. However, if you’re only familiar with Atlus’s more modern titles or are new to the series in general, I do have some reservations. While the remaster does an excellent job of preserving the game’s unique atmosphere and charm, it still retains some rough edges that might turn away modern fans.

RAIDOU Remastered somehow manages to thread the needle of creating a more polished version of a cult classic without compromising the mysterious, singular identity that made it memorable in the first place. It succeeds in offering new content that enhances the overall experience, all while honoring the original’s legacy. I can only hope Atlus will continue this effort.

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

About our grading scale

Review by · June 10, 2025 · 12:00 pm

I was hesitant to dive into the FFVII Remake games, as the original Final Fantasy VII holds a special place in my heart as my first-ever RPG experience, opening the door to not only a series I continue to love but a genre I’ve come to deeply appreciate. I’ve many fond memories of the original PlayStation game, even if my thoughts on the Compilation of FFVII are more mixed. I was worried that the same might be true for the Remake series, especially given some of the narrative twists and turns I’d heard about. Curiosity and the Remake series’ positive reception so far made me interested. Even though I was late to the party, I couldn’t help giving them a chance. I’m glad I caved because Final Fantasy VII Rebirth, the second game in the planned trilogy, quickly stole my heart and rekindled my nostalgic fondness for the original while remaining refreshingly new.

FFVII Rebirth begins shortly after the events of the first game, Final Fantasy VII Remake. Despite the game description touting it as a standalone adventure, it contains a helpful “The Story So Far” summary of events from FFVII Remake narrated by party companion Red XIII. I don’t think having previous familiarity with Cloud and company’s adventures in Midgar hurts, though I admit I was impatient. I dove right into FFVII Rebirth, so it is entirely feasible to approach the game either way.

The overall narrative of Final Fantasy VII Rebirth remains the same as the original, with Cloud and the rest of his traveling companions having left the city of Midgar with the nefarious Shinra company in hot pursuit. At the same time, the party tries to stop Shinra’s planet-killing machinations and halt the returned former-hero-now-villain Sephiroth’s seemingly separate yet somehow connected goals. With a potential war looming on the horizon and mysterious otherworldly beings thrown into the mix, is all hope for the planet and those dwelling there truly lost?

The party facing off against Terror of the Deep in Final Fantasy VII Rebirth.
Prepare for heated action RPG combat!

To say much more about the plot of FFVII Rebirth would dive headfirst into spoilers, something I’d rather avoid. Those familiar only with the original Final Fantasy VII and its Compilation of FFVII counterparts may find that FFVII Rebirth treads several familiar narrative plot points but expands upon them in meaningful ways and intersperses them with original story threads unique to the remake trilogy’s alternate universe. One could almost equate it to Marvel Comics and the Marvel Cinematic Universe: familiar characters and storylines, but presented differently. The characters and story presentation are enough to spark nostalgia with each region of the world Cloud and company traverse, but different enough that you don’t feel you’re simply repeating the same steps as the original.

That approach makes all the difference to me. I generally don’t see the point in replaying lengthy video game adventures if they are identical to what I’ve already experienced. FFVII Rebirth succeeds because it’s more than a simple retelling or remake of the original FFVII. Instead, it celebrates the past while offering a new perspective. The plot points that take established lore and stories from the original game and expand upon them are respectful of the past material, not to mention they’re extremely well-written and help to add to the narrative.

On the other hand, the entirely new additions are more hit or miss depending on personal preferences. I enjoy some aspects of them and what they could mean for future storylines, while others seem less clear and confusing at this point in the story. I can see how some later narrative changes could be quite divisive among FFVII fans. However, I give the ending credit because I want to see how everything ultimately plays out in the upcoming third game. I could see it diverging significantly from the original FFVII.

Without a doubt, extensive and intricate world-building aside, the heart and soul of an excellent Final Fantasy game is its core cast of characters. FFVII Rebirth is already fortunate because the template for said characters exists, thanks to the original game. The party is just as memorable and well-written here as they were then, perhaps arguably more so. Cloud is the player character, giving you eyes and ears into FFVII Rebirth’s world. His stoic demeanor, belied by his awkwardness in social situations, makes him endearing. He’s someone with a lot of trauma in his past that’s significantly shaped his current perspective, making him extremely vulnerable and not always the most reliable narrator, causing players to sometimes question his reactions. He’s a fascinating character study that FFVII Rebirth only just scratches the surface of.

Yuffie, Tifa, and Aerith strut their stuff at the Gold Saucer in Final Fantasy VII Rebirth.
There are some zany and memorable character antics throughout the game.

Suppose Cloud serves as the proxy for the player. In that case, flower vendor Aerith is arguably the main character of FFVII Rebirth proper. The game recounts her trying to find her way on the planet as the last of the sought-after and enigmatic Ancients. I greatly appreciated Aerith’s role in the original game, and I found that sentiment only intensifying throughout her character arc in FFVII Rebirth. She’s the “everyday” character, not used to constant fighting and extreme physical activity, yet she manages to hold her own and grow into her role as the quest continues. Aerith is memorable because she’s so painfully and beautifully human despite that “otherness” existing within and foisted upon her by those seeking the Promised Land: mischievous and flawed, yet kind and caring.  She’s a standout character amongst many.

I also greatly appreciate how the game tackles the love triangle between Cloud, Aerith, and Tifa, which is normally one plot device I could do without. Seeing the sincere friendship that develops between the two women is heartwarming despite the feelings they both have for Cloud, and I think there is an argument for either potential romance without negatively impacting the characters or their dynamics together, which is also an important reason I believe FFVII Rebirth strengthens Tifa’s character. My overall impression of her in the original game was that she was simply caring. Still, FFVII Rebirth delves more into her complicated history with Cloud and her views on Shinra and Sephiroth. She’s supportive and protective of those she cares for but also vulnerable and unsure. Some of my favorite parts of the game are when you get to play as her.

Barret’s character arc was a highlight of the original FFVII to me, somehow becoming even more emotional in FFVII Rebirth. I like the complex feelings he shows in the aftermath of events in Midgar, and the parts when he acts as the doting father to Marlene are downright heartwarming. He’s a standout character alongside Red XIII and Yuffie. The scholarly and diligent Red XIII is one of my favorite party members, and I love the justice FFVII Rebirth does to his story. Likewise, Yuffie is a scene-stealer the minute she makes her appearance. I adore how realistically they portrayed her wanting to fight Shinra and how she’s still inexperienced with the fundamentals of war despite her training.

Cait Sith is the final party member to join you in combat. He’s a lively and fascinating character who keeps you guessing. I also love the found family dynamic that tentatively develops between the party and their two tagalongs: expletive-happy pilot Cid Highwind and the mysterious Vincent Valentine. I certainly hope we see more of them in the third game! There’s a genuine sense that, when it counts, Cloud’s party looks out for and cares about one another despite their differences.

The narrative also showcases other characters outside the sphere of the party. It was great seeing Cissnei again following the events of Crisis Core: Final Fantasy VII, and I love how caring Aerith’s adopted mother, Elmyra, is. Even story-relevant sidequest characters like Billy or Kyrie have surprising depth to their storylines. Despite his unpopularity, I even liked quest-giver Chadley due to the world- and lore-building he provides! Phenomenally written antagonists such as the Turks and Rufus Shinra permeate the narrative, and Hojo still wins the award for the creepiest mad scientist in an RPG. Sephiroth manages to be quite enigmatic and menacing in his appearances as well. I admittedly wasn’t the biggest fan of the eager “friendly” rival Roche, as he is a bit over the top for me, but his character arc takes a surprising turn.

I could feasibly go on and on regarding the characters and story, so let’s rein it in. After all, FFVII Rebirth is an action RPG at its core, so let’s talk about gameplay. Players set one of the party members as the “leader” of a three-person max team. When combat initiates, your goal is to string together basic attacks until you acquire the AP needed to unleash a more specialized ability upon an enemy or use an item from your inventory. You can also equip materia orbs onto your armor and weapons to boost stats or cast additional magic spells so long as you have MP.

Chadley is an important quest giver in Final Fantasy VII Rebirth.
I actually found myself warming up to Chadley as the story progressed!

As you level up, not only does the materia equipped to characters strengthen, but you also gain skill points to trade at folio stores to improve party members’ stats or gain new abilities. In combat, you can also use powerful synergy attacks between two different party members, summon powerful entities to aid you temporarily in battle or unleash potentially devastating limit breaks when your gauge is full. Combat is fast and fluid, perfectly fitting a more action-based setup, though you can slow things down a notch as desired when cycling through action menus. It’s a nice balance for those who prefer “turn-based” mechanics. Each party member has a unique playstyle that you get to experiment with at various points in the game. I tended to gravitate towards Cloud, Red XIII, and Tifa, but no doubt some characters will fit your playstyle.

The gameplay consists of near-open-world regions spliced with dungeon areas to explore. In the more open areas, you can perform world intel quests for Chadley that reward you handsomely in items, stronger summon materia, or more experience and skill points. Given those benefits, I didn’t mind running his errands, as I found getting lost in an area while exploring to be fun, even if it felt rather empty until spying the odd settlement. Likewise, dungeons were fairly well-designed overall and came with gimmicks to help you advance. The only one I wasn’t quite sure of was the Shinra Manor dungeon design, but it was still reasonable to navigate with minimal frustration once I got used to using Cait Sith. Thanks to walls you can climb and ropes to swing from, you can go everywhere in FFVII Rebirth. As soon as fast travel becomes available in a region, it becomes a valuable tool in your arsenal.

Each area also has a different type of chocobo native to it, with a unique ability to help get across the terrain. Gaining the ability to ride a chocobo in several regions requires you to first “tame” a wild chocobo, a process involving a stealth minigame where you have to avoid detection by diverting attention away from Cloud as he slowly approaches the feathered steed. They can sometimes be tricky to figure out, though a helpful checkpoint system can keep you from having to repeat the whole effort. The chocobo-taming minigames serve as an introduction into what is arguably the lion’s share of FFVII Rebirth aside from exploration and combat: the minigames!

There are a wide variety of minigames in FFVII Rebirth, to an extent where I understand why some feel they oversaturate the game. I didn’t mind them as nice breaks from the exploratory gameplay loop; most of them were well-orchestrated. Chocobo racing at the Gold Saucer was fun in the original game and continues to be, while the addictive Queen’s Blood is a standout card game with a storyline attached to it. You protect animals from monsters while out on the field or practice a shooting range game. There are so many that no minigame appeals to everyone (my brain’s wiring does not agree with the piano performances!), but their sheer scope and number can keep you entertained. There’s even a strategy game that utilizes the original FFVII’s “block graphics” to significant effect!  It’s feasible to lose hours playing minigames and trying your hand at side quests before advancing the main story.

Cloud is pondering over a question Aerith asked him in Final Fantasy VII Rebirth.
How you respond here impacts your character relationship.

I appreciate that the sidequests that pepper FFVII Rebirth’s world are often story-relevant and usually tied to an individual party member. “Successfully” completing them can even raise and/or change Cloud’s relationship with a fellow party member. A conversation wheel similar to a BioWare game pops up when controlling Cloud, allowing you to make dialogue responses and game choices. Depending on what Cloud says or how you approach the decision, you might change how certain party members view him.

While there’s a plethora of things to do during a first playthrough (mine clocked in at around 120 hours), post-game content adds even more, including providing a play log to see things like relationship values for replay purposes or which quests you’ve already done, as well as story chapter selections and harder difficulty for those wanting a challenge.

I played the game on the verified Steam Deck without gameplay issues. A controller schematic seems to work best, given its action RPG roots, and I am unsure how it might do with a keyboard schematic. I should note that, while fully playable on Steam Deck, it won’t be the best-looking version of FFVII Rebirth. FMVs still looked great, and I adored the over-the-top battle cinemas that brought to mind the outlandish battles in things like The Legend of Heroes: Trails series, but sometimes the graphics during intense fights would get blurry or it would take a few seconds to load textures and objects in an area entirely. Still, it is an impressive game graphically, with plenty of gorgeous vistas and detailed, varied character models.

Soundwise, FFVII Rebirth carries on the FF trend of amazing music. The soundtrack is incredible, comprised of arrangements of classic FFVII songs alongside new and rather experimental tracks that vary from genre to genre. The main vocal theme, “No Promises to Keep,” is gorgeous. The English voice acting is also top-notch, with several characters boasting compelling performances depending on the scene. Special mention goes to Tyler Hoechlin as Sephiroth and Max Mittelman as Red XIII.

There’s not much I can critique about FFVII Rebirth. It reminded me of everything I love and appreciate about the original game while granting a new perspective. It’s a wonderful action RPG with some addicting minigames to boot. I like the slight element of choice interspersed throughout the narrative as well. I can see where some of the more original aspects of FFVII Rebirth’s story could be divisive to fans of the original, but for my part, I felt they helped set the stage for what could be a wholly new experience (a rebirth, if you will). Final Fantasy VII Rebirth is a game I’m glad I played as a fan of the original and a newcomer to this remake trilogy, as it’s an excellent Final Fantasy title with its own merit. I’m now curious and eager to see how this game’s ending might change what’s coming next.

  • Graphics: 83
  • Sound: 97
  • Gameplay: 96
  • Control: 96
  • Story: 97
96
Overall Score
(not an average)

About our grading scale

Review by · June 4, 2025 · 12:00 pm

Deltarune is an RPG “intended for people who have completed Undertale,” and so is this review. It’s hard to talk about Deltarune without talking about Undertale—and not nearly as interesting, to be honest. Unlike its anagrammed predecessor, Deltarune is being released episodically, demanding an excruciatingly exciting wait between content. Considering Chapters 1+2 had been released for *FREE* on all platforms in 2018/19 and 2021, respectively, you can bet this isn’t my first rodeo with them.

Like many other fans of Toby Fox’s work, I saddled up for a new playthrough to prep myself for the imminent release of Chapters 3+4. It was an enlightening one, too. For a game that tells us multiple times that “your choices don’t matter in this world,” I certainly got to see some things play out differently due to my choices. With this added perspective, waiting for future chapters is going to be even tougher.

Chapter 1 originally released by itself on October 31, 2018, and wow was that the most exciting Halloween I’ve had since my Trick or Treating days. It’s a fun few hours to set the stage thematically and mechanically, even if it didn’t quite blow away my unfairly high expectations. After the game prompts you to create and name an avatar that it then mysteriously discards, you get introduced to protagonist Kris. Kris is a teen and the sole human raised in a town of monsters mainly populated by characters from Undertale, yet who seem to have no recollection of Undertale’s events. It becomes evident that Kris is socially reclusive in a pitiable and slightly disconcerting way, although Fox’s trademark humor does a lot to distract you from whatever is going on behind the curtain with them.

After an amusing representation of the social horror of high-school group projects, Kris gets paired with class bully Susie. Susie is a monster, literally and figuratively, at least in how she chooses to present herself. The two go to fetch some chalk from their school’s closet, yet the door turns out to be a portal to the world of the Darkners. Here, they meet the impossibly kind Darkner Prince Ralsei, who tells them that the trio are “heroes” foretold by the Legend of Delta Rune. With this, we have ourselves an RPG party: Kris, who has the unique power to Act and direct battles towards a non-violent resolution should the player choose; Susie, whose violent strength is her main asset; and Ralsei, who can heal allies and Pacify tired enemies.

Susie threateningly confronts Kris in the school hallway.
Susie is the star of the show so far.

Similar to Undertale, battles are a mix of a turn-based ‘attack’ phase and a bullet-hell style ‘defense’ phase. Aside from the new party system, Deltarune introduces Spells that you cast with TP and can serve violent, pacifist, or neutral functions. The party shares a single TP pool that resets with every battle. You can amass TP by perfecting the timing on your Fight commands, choosing to Defend, or closely grazing enemy attacks in the bullet-hell dodging. I cannot offer enough praise for how much incentivized strategy and risk this adds to the mix. So far, there are only a handful of spells between the three playable companions, but the system has enormous potential to flourish in later chapters.

Thing is, Susie doesn’t want to play hero. This narrative premise makes for a smart subversion of party-based combat and a clever way for Deltarune to push its idea that the Fight/Act dichotomy the game carries over from Undertale is no longer mutually exclusive narratively or mechanically. For most of the chapter while she’s in your party, Susie Fights enemies and refuses to be told otherwise. You can either lean into Susie’s bloodlust by Fighting alongside her or use Act with Ralsei to try to warn enemies away from Susie’s gleeful axe swings and still end the battle peacefully. Not that it drastically changes the game, but you do see some different NPC dialogue and even a slightly modified resolution to the Chapter’s story depending on if you leaned heavily one way or the other. This is Deltarune’s first indicator that your choices can, indeed, matter.

After Kris and Susie first emerge from the Darkner world, it’s clear that it is fuelled (at least in part) by Kris’ imagination. At the same time, no one who enters the Darkner world seems aware of that. The impacts of its events are also more tangible than mere pretend play and stranger implications start coming to light. Toby Fox is a master of dispersing curious little details throughout his games that prompt obsessive analysis. As much as I wish I didn’t have to wait, this sense of growing mystery lends itself to Deltarune’s episodic release format perfectly.  

An inventory screen shows characters from the game inhabiting it.
No one knows how to tear down a fourth wall like Toby Fox.

Deltarune’s episodic structure feels purposeful, introducing a new imaginary world and character focus with each new chapter. Both these chapters contain self-contained stories while simultaneously developing the cast of the Lightner world. The storylines give these thoughtfully written characters a space to work through their real-world issues, with Susie learning to embrace friendship serving as the first arc. The adolescent cast is written with an empathetic balance of amusing cringe and emotional depth.

Remember when I said Chapter 1 didn’t initially blow me away? Chapter 2 flipped all tentative doubt into rabid hype for every chapter to come. We get introduced to a hub town complete with arena challenges and monster recruiting. Moreover, the decision to Fight or Act your way through battles now differs in terms of rewarding you with becoming “stronger” (with tangible stat upgrades) or a more joyfully populated town, respectively.

Most significantly, the personality puzzle-solving of Act-ing is more elaborate and satisfying than ever in Chapter 2. On top of the team-up Act commands introduced in Chapter 1, party members can now also Act individually. This allows for strategic min-maxing on every turn for each new group of enemies you encounter. Fighting, meanwhile, is the same impersonal timing-based challenge. What’s interesting, though, is that there will be times when you need to Fight or that you may want to. Without a binary morality scale essentially predetermining the decision for you, you are freer to follow your heart in such moments. And often, subtle dialogue or story shifts acknowledge these choices. 

A battle screen showing the characters appeasing the enemies rather than attacking them.
As the old saying goes: “Make Act, not Fight!”

That flexibility is there if you’re doing any normal playthrough. Chapter 2 also has a secret alternate route—now often referred to as the Snowgrave Route—that requires very specific conditions to begin and progress. It significantly changes the development of this chapter’s focal character: Kris and Susie’s anxious classmate, Noelle. I won’t spoil the details, but much like Undertale’s Genocide route, I think this is essential content to experience (or at least read up on) if you want to better understand what Deltarune is doing with its world and characters. It’s emotionally draining to push yourself through, but what occurs is also more nuanced and intriguing than acts of pure evil. Perhaps the biggest question going into Chapters 3+4 is if other characters will get an equivalent of the Snowgrave Route and the degree to which these alternate runs impact what happens in the Lightner world going forward.

On top of all this fun and intrigue, Deltarune does its best to build on Undertale’s style. The graphics still adhere to a retro simplism used effectively for humor and emotional subtlety. There’s far more detail in the environments, battle screens, and sprite animations this time around, too (courtesy of Fox’s main collaborator, Temmy Chang). These presentation upgrades help it stand out as a true successor. The soundtrack is, of course, excellent. It’s hard to follow the peaks Undertale achieves with its OST, but the seeds have been planted: meaningful use of motifs, vibey level music, and boss themes that go hard.

Memorable bosses was one of Undertale’s finest strengths. Alongside the OST, this is the other area where I feel Deltarune can’t quite keep up so far. It’s not for lack of trying, though. Attacks are always engaging and there are even some genre-bending concepts that keep encounters fresh. Yet Deltarune doesn’t have the luxury of conciseness. I love that the game will be so much longer because it’s a blast to play, but some of the content can feel fluffier as a result. However, there are exceptions with each chapter’s secret boss. Banging my head against these two mega challenges (and along to their accompanying themes) was easily the most fun I had in the game so far. They are also fascinating characters. Seek them out if you haven’t yet had the pleasure/pain.   

An image of the hub town showing creatively  shaped buildings in the background.
While Undertale made its minimalist aesthetic work, Deltarune has some legitimately beautiful environmental art.

For better or worse, Deltarune is deliberately being developed in Undertale‘s shadow. So far, it’s doing an admirable job following up. I’m not sure if it’ll achieve the iconic highs, cultural impact, or effortless thematic unity, but it’s already got a lot to offer. Chapter 2 is more consistently engaging mechanically than Undertale, and there’s much more of this game on the way. If Undertale achieves the immaculate confidence and unity of Dragon Quest games, then Deltarune swings for the spectacle and multifaceted characterization of Final Fantasy. Perhaps it’s no coincidence how both games’ battle screens reflect those respective series.

With that said, Deltarune’s first two chapters feel like a satisfying experience in their own right. Their combined length already exceeds an Undertale run, and with Chapters 3+4 on the horizon, we’ll have access to allegedly more than half of its overall content. That’s a lot of a great game! Unless you’re opposed to playing through a game begging for repeated visits more than once, or cliffhangers negatively affect your well-being, I don’t think there’s a reason to wait to acquaint yourself with this world. Chapter 1 and especially Chapter 2 have set the grounds for what I have no doubt will surpass Undertale mechanically. What remains to be seen is where this story goes.

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

About our grading scale

Review by · June 3, 2025 · 8:00 am

Just when you think you’ve seen it all, here comes FIGHT KNIGHT. An indie, naturally, this bouncy, grid-based pummeler ignites the hands, mind, and soul with its unusual aesthetics, unique combat design, and quirky cast of characters. Screenshots don’t do this one justice: do yourself a favor and read on to learn why this pugilist simulator pulls no punches.

Enter, uh, you. A daring knight who’s ventured off, by boat, to uncover the riches and mysteries behind a tower risen out of nowhere. Being a knight, you have a sword, until you reach the shores and find yourself cursed, sword shattering in hand. Worry not, though, because Sir You has really hard, metal gauntlets that are good at fist-to-face’ing. Bang, pow, 1960s Batman sounds, and so on. You’re not alone, though, because the humble denizens of this port are all too happy to assist with abode, bestiary, smithing, potion-making, and odd conversation. This is no epic: expect a light-hearted adventure matched with its airy, gummy movement and combat.

First-person, grid-based movement is the name of the game here. You enter the dungeon from one floor to the next, earning your way to the top one random encounter at a time. Initially, discovering a new floor is about learning the new enemy attack patterns and traits so as not to give up the ghost yourself, but the second half of the experience involves solving the puzzle gimmick on each floor and exploring thoroughly.

Visiting the apothecary in FIGHT KNIGHT.
The hell you think this is? Costco?

Most areas within the dungeon involve the risk of running into a battle while mapping out the area or trying to figure out how to reach a place observed across the way. When invisible ne’er-do-wells impose their hostile will on you, the game changes to an infinitely long, two-square-wide hallway. Yes, you can go backwards or forwards endlessly if you so choose. Three or so enemies will appear in front of you and jockey for the opportunity to bop you. Don’t let this happen! Get those dukes up and dodge, duck, dip, dive, and dodge. At times, the game can feel like a boxing match with all the countering, parrying, and uppercutting. Pretty much every enemy in the game feels distinct from one another and forces you to adapt and learn. A slow, steady, intelligent approach will get you to the end, but frantic and frenetic pummeling will get you pretty far, too.

Expect all manner of goofy foes ranging from hockey players to boardwalkers to gelatinous skeleton golems. Some put up shields, while others hang in the backline and throw fireballs or keep mini baddies coming. FIGHT KNIGHT does an outstanding job of changing up combat and making every floor feel fresh. Combat can be harrowing, though, as dying kicks you back to your previous save at the bottom of the tower back in town. This is especially stressful if there’s that one enemy type you just can’t figure out. Fortunately, building up enough energy allows you to access one of several special abilities accrued over time to basically zero out a couple enemies. Each special ability has unique attributes used for various situations, but the most basic one is effective for most enemies: hitting fast by mashing the attack button. Other abilities can feel like minigames, and missing prompts will waste the potential, so make sure you practice in town before you equip something new.

Encountering a mantis NPC in the sewers in FIGHT KNIGHT.
Gettin’ razzed by a mantis does wonders for my self-image.

I love a good hub world, and FIGHT KNIGHT nails that here. Starting small with few inhabitants, our protagonist can find and save all sorts of folks on his excursions into The Tower. This provides a decent sense of progression, but honestly, what I love most about the town is the layout and look. Cozy and establishing a sense of place, I always smiled upon my return, eager to punch my friends to engage in new conversation topics. Yes, you punch them to get a dialogue going. They’re cool with it.

Each floor of the dungeon hosts a different puzzle type, and while I don’t want to spoil them, rest assured that they are both rewarding to figure out and never overstay their welcome. Developers Team Sorcerobe truly mastered the pacing of this game, as even by the end, it felt like the right time—no more, no less than what I wanted.

Aesthetically, FIGHT KNIGHT shines like no other game I can think of, similar to its odd combat system. The visuals can feel low-res and dated if watching from afar, but to play FIGHT KNIGHT and interact with it immerses one in its charms. Everything screams personality, from the town layout to the enemies in each dungeon. I have no doubt the developers love this game, because the details bring out the best in FIGHT KNIGHT’s visuals. The palette appears limited, but this feels purposeful, as it contributes to the unique style as our protagonist’s fists bob about here and there, just walking around. The animations and look demand that players don’t take the game too seriously, but the puzzles and combat say otherwise. In essence, don’t take a loss too seriously; just have fun.

Fighting skeletons in the sewers.
Even the bones are gummy.

The sound design suits the style, as well. Each dungeon and battle music track keeps traversal and combat animated. Again, cartoony and electric, but the quality demands respect. A significant cut above beeps and boops, FIGHT KNIGHT infuses energy with nostalgic flair combined with the sensibilities of modern video game composition and technology.

A game like FIGHT KNIGHT requires outstanding controls, and I am—for once in a rare while—not sure what to say about the execution here. I think it’s fantastic, but it simultaneously feels clunky and imprecise. Getting hit is a big deal because healing potions are limited. Your health pool can plummet if panic sets in during a grizzly high-stakes battle, and multiple damage sources are flying around soon after conquering the first floor. Yet, FIGHT KNIGHT is forgiving. In countless situations I’ve lost my cool and dodged feverishly only to come out unscathed with corpses at my feet. How? After my 13-hour jaunt, I still can’t say, but I’m certain of this: the game errs on the side of the player. For that, I am thankful, even if I thought I was hit countless times with nary a scratch.

FIGHT KNIGHT is a must-play for anyone seeking a high-quality, unique experience. So much of the game is odd, yet it plants itself in reality with gorgeous aesthetics, competent gameplay, unique mechanics, and level design that makes you feel smart while rarely frustrating. FIGHT KNIGHT is the exact example of why indies are important, because while the next AAA will reiterate the same old gameplay, here we have a title that isn’t afraid to change the way the game is played. And with style.

  • Graphics: 85
  • Sound: 85
  • Gameplay: 90
  • Control: 80
  • Story: 70
85
Overall Score
(not an average)

About our grading scale

Review by · June 2, 2025 · 9:48 am

Rune Factory: Guardians of Azuma isn’t “Rune Factory 6,” nor is it even the sixth Rune Factory game thanks to the similarly unnumbered Rune Factory Frontier and Tides of Destiny. Without the heavy mantle of a numbered title to weigh it down, Guardians of Azuma is free to be less strict with its approach to Rune Factory tropes and traditions. Although the game doesn’t disregard its roots entirely, this RPG-plus-farming game takes some fresh new steps forward and emerges as the strongest title in the series, complete with features that make it a game with longevity, worth coming back to again and again.

With a single glance, it’s clear how Guardians of Azuma begins to deviate from its Rune Factory predecessors: the game is deeply inspired by traditional Japanese culture and landscapes as opposed to the “generic Western fantasy” approach that the series typically leans into. But some of the game’s unique attributes aren’t noticeable immediately. The Rune Factory series is notorious for having levels for everything. You gain levels for each weapon type, cooking, mixing potions, and even activities like walking and sleeping. Some of these have clear benefits as they increase, such as learning new combat moves or being able to cook better recipes. The benefits to some others, like sleep, are less clear.

Guardians of Azuma foregoes these separate levels in favor of skill trees into which you can invest your experience. While your character still has an overall level, you also gain specific experience as you do things to use in associated skill trees. For instance, cooking earns you experience to use in the cooking skill tree, which includes cooking-specific passives, like the chance to raise your cooked dish’s level, and overall stat increases. Actions like walking and sleeping at a normal hour give generic experience you can use in any skill tree.

This system opens extra avenues for player expression—a must in a simulation hybrid like Rune Factory—as it gives you more control over how you shape your character’s abilities and stats. It’s also more sensible than Rune Factory’s old “oops all levels” system in which you might not know what certain levels influence. The clarity and customization capabilities of Guardians of Azuma’s skill tree system are a welcome alteration to a classic Rune Factory feature that better aligns with the player-centric values of both a simulation game and an RPG.

Gaining experience with your weapons is as simple as using them in battle, and combat is slightly better than in past Rune Factory titles. It’s still mostly picking the weapon with your favorite basic combo and then alternating between button mashing to deal damage and dodging to avoid taking damage. But you can swap to a secondary weapon on the fly, which doesn’t sound too special until you factor in the new bow weapons. You can use bows in Guardians of Azuma in the usual button-mash-combo manner, but you can also take aim for more precise and powerful shots. You can even land headshots or hit other enemy weak points to do more damage.

A Rune Factory: Guardians of Azuma screenshot of the female protagonist shooting an enemy called a "Cluckadoodle" with a bow and arrow.
If you don’t want to get up close and personal with an enemy, just snipe them from far away.

The biggest appeal of the bow is that if you set it as your secondary weapon, you can draw it for an aimed shot without swapping it into your primary weapon slot. If a boss is readying an AOE attack right beside itself, you can hop away to safety and still strike it without changing your weapons. Interweaving marksmanship between sword slices or magical talisman strikes adds a much-needed layer of complexity to the Rune Factory battle system. It’s still on the simple side, but can lead to interesting strategies such as sniping distant enemies or letting your party members draw a boss’s attention while you attack from afar.

You can also interweave powerful elemental strikes from special season-themed weapons called Sacred Treasures. Using these weapons costs Rune Points (the Rune Factory version of Mana or MP), but they deal massive damage, especially if you maintain their skill tree. While Sacred Treasures can offer an easy out when you’re up against powerful enemies, they really shine outside of battle. Like Rune Factory 5, Guardians of Azuma focuses on extensive exploration in vast environments. The titular lands of Azuma are plagued by blight that you must remove by using the Sacred Treasures. While clearing blight is part of the process of “100%-ing” the game and can open access to new areas or unlock special tree seeds for your farm, this is just the tip of the iceberg of Guardians of Azuma’s discoverable content.

The four main floating islands of Azuma each represent one of the seasons with Japanese influence in both the flora and their architecture, such as the Spring Village brimming with pretty pink sakura trees, and the Autumn Village painted all manner of reds, yellows, and oranges by the Japanese maples and ginkgo trees. There’s a clear love for what each season and nature itself has to offer in the context of Japan, helping Guardians of Azuma’s setting not only stand out among its Rune Factory peers, but make a genuine impact when you play. Looking past the lovely visuals, each major island features a village and a large explorable area where you can forage for herbs and mushrooms, chop lumber and mine ores, and battle and eventually tame monsters. You can also explore many smaller islands with similar discoveries to find. Extra hidden goodies include frog statues that gift you with various recipes when you find them, Jizo statues you can tidy up, and hidden targets you need to shoot with your bow and arrows. Each of these “Azuma Quests” offer rewards that increase the already strong appeal of exploring every nook and cranny of Azuma.

When you return to the homefront after a long day of battling and exploring, you’re met with Guardians of Azuma’simpressive cast. Relationship-building has always been a key element of Rune Factory, and Guardians of Azuma includes 25 characters you can befriend and, in some cases, romance, plus a few extra side characters for good measure. Guardians of Azuma continues the series tradition of bringing back a prior game’s character—in this case, Hina from Rune Factory 5. But the rest of the characters are new and together form the best crew in the series thanks to the changes Guardians of Azuma makes to the relationship-building process.

A Rune Factory: Guardians of Azuma screenshot of the character Mauro gleefully stirring something in a pot while the female protagonist reads a recipe book, unamused.
Cooking with your friends will increase your Bond, and cooking certain recipes together will result in adorable character-specific dishes.

Raising a character’s Bond Level is more nuanced and engaging in Guardians of Azuma compared to past Rune Factory games. While you always have the option to mildly improve your relationship with a character with a quick chat, “hanging out” with them is where the real progress is. Hanging out lets you pick between four options, with more added as you fill out your “Social Activities” skill tree. One option will always be to “give a gift,” the classic method of improving your relationship with a video game character. The other three options can range from chatting about specific topics, visiting special locations, or even going window-shopping. The special options you unlock from the skill tree are even more involved, such as sharing a parasol on a rainy day or poking their cheek. Each character has activities they like and dislike, which further fleshes them out and makes befriending them feel more genuine than just giving them presents until they like you.

Once you get the game’s eligible bachelors and bachelorettes to a high enough Bond Level, you can start learning about their interesting personal conflicts in their fully voiced Bonding Quests. Guardians of Azuma features an all-star voice cast in both English and Japanese, and the phenomenal work of actors such as Yuki Kaji, Junichi Suwabe, Soma Saito, and Fairouz Ai helps elevate Bonding Quests and improve the overall soundscape of the game. These sub-stories naturally focus on the target character, but also get other NPCs involved in the shenanigans. The end result leaves the cast feeling interconnected rather than like a bunch of characters who only have time to spare for the protagonist. Progressing in some of these Bonding Quests also requires reaching a specific point in the main story because they reference an event from it. This weaves the characters firmly into Guardians of Azuma’s world rather than leaving their sub-stories feeling detached from what’s around them.

Guardians of Azuma’s cast also isn’t detached from its audience. Prior Rune Factory games are no stranger to character trip-ups. Some games had no female protagonist option and thus no bachelors, leaving the cast feeling unbalanced—and a major chunk of the games’ audience feeling unrepresented. Others had a character or characters who felt inappropriately immature to be a love interest. By comparison, Guardians of Azuma has a diverse cast of love interests who not only feel suitable as marriage candidates but are all intriguing in their own ways.

The game’s side characters are also charming, and while they don’t get full-blown sub-stories, Guardians of Azuma offers more reasons than ever to befriend them. Each Bond Level provides rewards, from the character giving you birthday gifts to unlocking the option to share dinner with them. At level 6, you can cook with them, which comes with a cute animation and the option to make a special dish brimming with the helper character’s personality. Collecting cooking recipes is already one of many large draws for the collector or completionist player—adding specialty dishes to the mix makes it even more compelling to increase each villager’s Bond Level.

A Rune Factory: Guardians of Azuma screenshot of the hot springs owner, the fortune-teller, and the traveling merchant.
Each character has their own unique charm which blossoms the more you interact with them, making this the most enjoyable cast in a Rune Factory game.

Befriending an NPC also opens up the option to add them to your party, and you can fight alongside up to three other party members at a time. This allows you to make a more balanced, “traditional” RPG-style party rather than just pairing off with one other character and a tamed monster—although you can still add your monsters to your party if you’re so inclined. The NPCs may also chat with each other while you’re all out together, providing more opportunities to gain relationship points with them and get to know them better.

The way characters converse feels organic and unique, even if the “party chats” can sometimes be repetitive. Thankfully, there’s an option to tweak the frequency of these discussions to your liking. It’s best to keep them on in some capacity, though, because it’s amusing to hear their interactions, such as the bickering between the game-loving god Kurama and the sore loser Kai, or fellow Winter Village residents thanking their local deity Fubuki. Even in the throes of battle, Guardians of Azuma’s characters get the opportunity to show just how distinct and lovable they are. It’s difficult to dislike any of them.

If anything, Guardians of Azuma follows in the time-honored Rune Factory tradition of having cast members who are so great in terms of both writing and design that it’s a crime they aren’t marriage candidates. Two of Guardians of Azuma’s biggest offenders, Cuilang and Pilika, will be made into marriage candidates through DLC, which would normally be a questionable bandage over the problem. But a standard save file still features a whopping 13 love interests without the DLC, granting Guardians of Azuma the honor of having the highest number of romance candidates in any Rune Factory game yet. And Guardians of Azuma retains same-gender marriage, which was first implemented into the series with Rune Factory 5, giving players the widest range of characters to get to know and fall for.

Besides relationships, the other major simulation aspect in Rune Factory is farming, and Guardians of Azuma makes the experience enjoyable and offers as much opportunity for player expression as is reasonable. Building zones let you freely place fields for planting crops, shops that generic villagers can run, and all manner of decorations. One of the most important features in a game with freely customizable building zones is how easy it is to move your belongings around once new zones open up, old ones grow in size, or you gain access to new items that change your layout plans. You’ll have to place certain buildings and farming fields out of necessity at the start, but as you gain access to more zones, you will likely want to take a more creative approach to your urban planning.

A Rune Factory: Guardians of Azuma screenshot of the top-down view in builder bode.
Thankfully, in-game time doesn’t pass while you’re in builder mode, or you could get swept up for literal (in-game) days.

Guardians of Azuma makes this process delightfully easy thanks to numerous features within its builder mode. While it’s understandable to wait until your crops are ready to harvest before re-organizing your fields, removing a field or even a tree refunds you the appropriate seeds. Just find a new spot for them and drop the seeds back into the earth, and they will start their growth process over. However, if you keep your trees or large landmarks like buildings within the same zone, you can simply “move” the object, keeping trees at the same growth stage and villagers assigned to their stores. If you absolutely must pocket a building to transport elsewhere, you must reassign a shopkeeper in the villager menu once you’re done. But this minor inconvenience can’t dream of detracting from this system’s flexibility, offering lots of room for personal expression as players design their villages. But none of these are the greatest feature of builder mode: that honor goes to the top-down view.

Pressing in the right stick while in builder mode activates the top-down view, where you can move things about with the precision of a grid that the standard third-person method generally lacks. You can even make large, sweeping changes with the press and hold of a button. Pressing A over a crop will either plant it, if you have the seeds equipped, or water or harvest it depending on its stage of growth. Holding A will keep that action active, so you can direct the cursor with the control stick and plant, water, or harvest as many crops as possible in one fell swoop. The same goes for removing buildings and decorations, allowing you to make major changes quickly. It also helps clear debris quickly when you first gain access to new zones. This quality of life feature makes for the easiest, most convenient farming and building in the history of Rune Factory, even including its sister series Story of Seasons.

Of course, you can always farm the traditional way, which can sometimes be in your favor. Watering in top-down or builder mode means in-game time doesn’t pass, but you can use your Sacred Treasures when you’re outside of that mode. For instance, you can water an approximately 4-by-4 grid of farmland at once with a single flick of the parasol, and the fan harvests many crops down a line. Chopping down fully-grown crops with the blade has the more obvious benefit of giving you extra seeds with the rare chance of them being one level higher than their crop. But regardless of which Sacred Treasure you use, you’ll always gain experience for its skill tree, so you may want to take the opportunity to do some traditional farming from time to time, even if the builder mode’s top-down view is a great leap forward for player expression in Guardians of Azuma.

There is so much to love about Rune Factory: Guardians of Azuma, from its improvements to farming to its lovable cast and how its story calls back to previous Rune Factory plot elements. The game clearly loves its heritage just as much as it loves Japan, so it’s easy to love it back. Guardians of Azuma is by far the greatest Rune Factory game yet, thanks to its forward strides in farming and player expression. And while there are still some minor limitations to overcome, Rune Factory 6 has some massive shoes to fill. The best simulation games keep you coming back to maintain your personalized worlds, and Guardians of Azuma does just that, with flying colors of all the seasons.

  • Graphics: 89
  • Sound: 95
  • Gameplay: 93
  • Control: 90
  • Story: 92
94
Overall Score
(not an average)

About our grading scale

Review by · May 29, 2025 · 4:09 pm

In his preface to the 1995 Prima Strategy Guide to I Have No Mouth, and I Must Scream, then-62-year-old sci-fi author Harlan Ellison addressed why he helped design a video game when he “reviles” games and computers at large. Characteristically, his first response was, and I quote, “Yo’ Momma!” He then elaborated by admitting that he had wanted to challenge himself in a new medium, even if he would never sit down to play it.

After the MS-DOS and Mac versions of I Have No Mouth released in 1995 (mere weeks before I was, erm, released to the world), the game was largely MIA until a PC re-release in 2013. As of March 2025, it has finally been ported to consoles thanks to publisher Nightdive Studios, and I was eager to get my hands on it, considering for decades I had no mouse, and I must play. Almost thirty years later, I Have No Mouth, and I Must Scream is a bloody gem of ’90s point-and-click adventure games coagulated with the dated mechanics of its genre and propelled by the morbid curiosity surrounding its premise and reputation.

I was a fan of Ellison’s short stories as a teenager. They were edgy, envelope-pushing, and as abrasive as the man himself. Arguably Ellison’s most widely known story, 1967’s I Have No Mouth, and I Must Scream is a brief account of five humans spared in the aftermath of the extinction of humanity at the hands of a malevolent, sentient supercomputer, AM, as in “I think, therefore I AM.” AM keeps the five humans as his playthings to continually taunt and torture for 109 years come the story’s opening, and ushers them like a dark god through what may or may not be a simulation, given how powerful the machine is and how surreal his world has become. The story ends
 very badly, and thus it was perfect fodder for an edgelord teenaged boy’s reading. With the original vision of the game adaptation of the story, Ellison didn’t want there to be a win-state—he wanted to upset players and put them on “a playing field on which human emotions and human strength and frailties would matter.” Considering its story and atmosphere, the game is a blast to watch, read, and think about, while its gameplay certainly can be upsetting.

Evil supercomputer AM's "Hate Pillar" towers over the five main playable characters.
AM’s hellish “Hate Pillar” acts as the game’s hub.

To start with, this re-release contains minimal new features, including a cheesy and rather unnecessary main menu, a playable soundtrack (including plenty of bonus tracks), and the ability to change the aspect ratio and pixelation of the game. Otherwise, the game’s choppy animations remain. I played on PS5 and within minutes I grew as accustomed as possible to the controls—typical verbs like “Look,” “Talk to,” “Use,” “Give,” and
 “Swallow(?)” are mapped to the face buttons and triggers. The left analog controls the cursor and can click the action buttons, and thankfully, the directional pad can move the same cursor more slowly for finer clicks, like pulling on a rope. A text bar above your action buttons will highlight what you can interact with as you hover over things, so, as is common in the genre, you may find yourself slowly scanning rooms for interactables and trying every action you can with them, in which case you can expect to hear plenty of the five separate protagonists’ canned phrase equivalents of “I don’t know what good that’ll do me.” And oh boy did they record a lot of lines.

The game opens with Harlan Ellison himself voicing the omnipotent machine, AM, as he gathers his five human victims beneath the hellish, monolithic “Hate Pillar,” inscribed on which is his iconic monologue, lifted from the short story, about how much he hates humanity. Unlike the original story, AM extends personalized games to each of the humans as a respite from their tortured existences and a potential escape, setting up the five episodes that make up the bulk of the game. Ellison’s taunting and unhinged voicework as AM is a standout, and the writing is, as expected, leagues beyond much of what was in players’ hands at the time. Having read the story many times in my youth (and rereading it before playing this game), I never considered the manic humanity within AM, but Ellison brings it out with a twisted joy akin to Mark Hamill’s Joker performance. Each of the five humans—Gorrister, Ellen, Benny, Nimdok, and Ted—also have more distinct and fleshed-out personalities and backstories than their original incarnations, and their being selected for an eternity of torment is a little more understandable when each of their respective “psychodramas” is played.

I Have No Mouth, and I Must Scream hero Ted investigating a medieval bedroom and a shelf of books.
’90s point-and-click adventure action, perfectly preserved.

Gorrister’s episode takes place in a corroded zeppelin and deals with themes of grief and self-forgiveness, a challenge the gruff trucker must overcome. The plot and the puzzles become increasingly dreamlike, and the hour-or-so-long episode has one of the more satisfying arcs, albeit with some of the most frustrating doors to click-click-click search for when navigating the environment.

Ellen’s episode whisks players to a tech-scrap Egyptian pyramid fitting of the engineer herself, including her pervasive and debilitating fear of the color yellow. Ellen is the most likable and innocent of the cast. However, her voice acting is inconsistent in tone, with her odd wisecracking essentially sapping a certain elevator scene of its rightful place as one of the game’s strongest (and most daring) moments. This leads to my complaint that’s not quite a complaint: the game is rarely as dark in its execution as it is on paper, and half the characters never act like they’ve been trapped in a Bosch-like hell for over a century. I Have No Mouth could never be called uplifting, but its retro sci-fi goofiness is present, with the drama and horror sharing less in common with Ellison’s literary output and more in common with some daring episodes of Star Trek or, especially, The Twilight Zone, both series Ellison had a hand in.

No section shows Ellison’s strengths and weaknesses more than Benny’s; AM’s “favorite torture toy” has been malformed over decades into more ape than man. AM restores his cognition before sending him into a tech-infused jungle village with the goal of cannibalizing the villagers. Benny’s appearance and backstory (not to mention his promotional material too disturbing to be included in the final game) are horrific, but his psychodrama plays out like a slow-paced, buggy buildup to a ripoff of Shirley Jackson’s The Lottery, with the increasingly unsympathetic World War III soldier Benny having to overcome his selfish hunger and learn compassion. Design-wise, this level is easy to soft-lock your progress on, and the steps to trigger progression events are very obscure. If possible, seek out online hints for the game’s puzzles rather than an outright guide.

A sci-fi jungle stretches into the background, where a complex of caves lies.
Inarguably the game’s most unsettling image is Benny’s deadpan stare. Quit staring, Benny!

Although Ted is the narrator of the original story, in this game, he is an uninteresting yuppy whose only discernible traits are that he loves his dreamlike version of Ellen and didn’t treat past girlfriends well. His level, though, is a fun setting: an old dark castle on a stormy night rife with demonic rituals and shifty servants.

Lastly, there’s Nimdok, the Nazi scientist, whose episode was removed entirely in past releases in Germany and some other European countries. Nimdok, given the task to “find the Lost Tribe,” is returned to a concentration camp where he is due for experimental surgery on Jewish victims—thankfully, as with Benny, trying to do anything reprehensible results in a game over and a return to the Hate Pillar. Visually, there’s an interesting slant to everything a la German Expressionist films like The Cabinet of Dr. Caligari, and Nimdok is appropriately thrashed about, all the way up until his twist finale, which could be seen coming a mile away by even an amorphous jelly thing with white foggy holes for eyes.

If you meet certain conditions throughout the five episodes, the character’s portraits—or “spiritual barometers”—will brighten from black, to green, to white. Functionally, these serve as health meters for the endgame, though that seems to matter little as Nimdok is the only character able to progress past the endgame’s first “puzzle.” This is where the game fell apart for me. For three decades, certain countries that had Nimdok censored out of the game were locked out from the one of many samey endings that could be considered “hopeful.” Let’s just say that players who want said ending should brush up on their Jungian analytical psychology, as it involves confronting AM’s Id, Ego, and Superego. Like a lot of the game, that sounds very cool, doesn’t it? How it plays out, though, is not all that satisfying, and at times felt more like a high-stakes guessing game, where the stakes are the six to eight hours you’ve put into the game. Sure, you can always save scum, but having to rely on that to conquer puzzles is no fun.

Ellen walks through an Egyptian pyramid, investigating coffins and hieroglyphics.
Any game that takes me to a zeppelin, pyramid, jungle, and castle is fine in my book.

Aesthetically, I Have No Mouth, and I Must Scream has aged well. Its levels and their painterly backgrounds are artistically diverse and keep the game feeling fresh, and this is only enhanced the more hellish and surreal it becomes. Its uglier aspects, like its character portraits, further strengthen the horror vibes. The soundtrack, the one-time VGM outing for film composer and frequent Bryan Singer-collaborator John Ottman, is at times creepy, but mostly spooky fun to the point where my wife, not a gamer, came into the room and asked if the music was from Disney’s Haunted Mansion ride. The sound effects seem ripped straight out of Doom (1993), though the slight delay in their timing can be either off-putting or nostalgic based on the player. If, atmospherically, this game has survived for three decades, I Have No Mouth‘s strengths and intrigue will likely continue with future generations.

I’m glad I finally played I Have No Mouth, and I Must Scream. Its concept very easily draws players in, and to an extent, I even enjoyed banging my head against its opaque puzzles, knowing that each subsequent episodic level would bring a refreshing protagonist and style. Besides an underwhelming finale and some questionable puzzle design, the game is not as misanthropic or depressing as it would seem. Instead, it will always be narratively remarkable as the sole video game in Harlan Ellison’s expansive body of stories, scripts, comics, and teleplays. Ellison passed away in 2018 at the age of 84 but may his morbid and gleeful performance as AM live on for at least another hundred and nine years.

  • Graphics: 78
  • Sound: 72
  • Gameplay: 75
  • Control: 74
  • Story: 82
73
Overall Score
(not an average)

About our grading scale

Review by · May 28, 2025 · 10:00 am

At first, playing Elden Ring Nightreign is a lot like teaching.

I know that’s an odd way to start the review, but for the first 15 hours or so, I kept thinking, “This is the most stressful game I’ve ever played.” That feeling drew me back to something I’d heard years before: teachers make roughly 1500 different decisions a day. 

I don’t remember where I saw this, but it gets at the stresses and pressures of the job regardless. You have five classes a day with over 100 students, all who have different needs. Everything you say and everything you do matters. You want to get everyone to the same(ish) endpoint, but no day looks the same; no matter how many years you do it, it never gets easy, and true successes feel rare.

That’s exactly how Elden Ring Nightreign felt to me initially. It was fast, it was frenetic, there were so many decisions to make, and every one felt fresh, like it had weight. It was overwhelming, but I felt like I was making progress. I was getting better. However, the repetition of the gameplay loop wears thin eventually, and it feels like I’m teaching the same tired lesson over and over, leaving the good stuff for the last five minutes of class.

If that sounds odd to you, that’s probably because Nightreign is a very different experience from previous Soulsborne titles, where you could explore and take down enemies at your own pace. Nightreign doesn’t give you that luxury. Either by yourself or with a group of three, you select one of (eventually) eight excursions and a character class. When you land on the map, you have three days to explore, grab upgrades, level up, and take down bosses. To start, the whole zone is your oyster, but the explorable area steadily shrinks down to a single point where you fight a boss. Clear that boss to move onto the second day where the map opens back up; rinse, repeat. If you manage to make it through to the final day, you get to take on the extremely challenging “Nightlord” of that excursion. 

Elden Ring Nightreign Screenshot of a knight fighting a purple beast at night
Things can get pretty chaotic.

Runs can take 45 minutes to an hour if you make it to the end because Limveld is chock full of things to explore: churches to upgrade your healing flasks, castles with Crucible Knights give great experience, trolls tossing pots at you (that you should avoid), mines for upgrade materials, and bosses tucked away. There’s no possible way you could hit everything in a given run, so you have to make several choices. Where do we go first? Where do we stop to level up? Do I need a poison weapon? Do we have time to hit that church? Is this weapon better than that weapon? How can I synergize with my team? Can we beat the Fallingstar Beast quickly enough at this level? 

Another thing that adds complexity to the decision-making is working with a team. To be clear: yes, you can play Nightreign in single-player, but I don’t recommend it. This game isn’t balanced well for it. Sure, you do more damage, the enemies have lower HP and don’t do as much damage, and occasionally the Nightlords will have fewer mechanics, but this game is absolutely meant to be played with two others. There are too many enemies and too much to deal with in many of the boss fights to handle them well alone.

Still, playing with others brings its own difficulties. Someone really needs to make decisions, and others need to follow. You don’t have time to talk it out. Frankly, that concerns me for the random matchmaking; if you can’t talk in voice or agree on things, a game that is already tough as nails will get even harder, and I suspect people will get very frustrated. The lack of any in-game party chat function or built-in voice can only exacerbate the problem. My advice is to find a couple of friends, jump into voice chat, and figure out a rhythm.

One huge advantage of playing with others is that if your character loses all their health, your allies can revive you by hitting you enough times. If you’re left alone for long enough, though, you’ll “die” and respawn nearby, losing a level. Most importantly, if all three of you “die,” it leads to lost time. At the end of any run, you get currency to buy an equippable “Relic” that gives you passive bonuses, but they’re not any great shakes, so you’re not meaningfully powering up when you lose. It’s the quality of the run that determines how strong you are by the end. Yes, this is a “hardcore” online experience that a slice of the Soulsborne community will enjoy, and it’s certainly not for everyone.

Needless to say, if you don’t like making decisions quickly, if you don’t like managing multiple teammates, if you don’t want that kind of stress, Nightreign is not the game for you. Keep in mind that this game is built with Elden Ring assets, so most of the bosses, outside of a few fun cameos from other FromSoft titles, are from the 2022 RPG, so they’re still boasting some real challenge.

But I’m a glutton for stress, and I thought it was fun to see what each excursion gave me in the early going, to plan out a route, and to make those snap decisions. As time went, though, a lot of the game design started to wear on me. Not because it’s “hard,” but because things started to feel excruciatingly repetitive.

Eventually, you figure out what works for you: your class, the kinds of upgrades you need to win, and what risks you can afford to take. You see the same bosses again and again; the patterns will get easier. You walk through the same encampments over and over, and you recognize which bosses you can take at a given level and which you should pass on. You hope you get the right weapon drops to hit the Nightlord’s weaknesses. Put simply, you find your rhythm and the first two days get pretty easy.

A screenshot of the Night King from Elden Ring Nightreign
Some old favorites return.

But you know what won’t get easy? Most of those Nightlords. I played with some extremely skilled players, and often they’d already taken down a particular boss, yet it still took us six or seven runs to get a clear. I don’t have a problem with failing against a tough Souls boss, but I do have a problem with spending 45 minutes on repetitive busywork leading up to that same boss again. Even though the bosses are beautifully designed and an excellent challenge, I mostly wanted to win so I didn’t have to do the run again.

Limveld’s level design intensifies this impression. Each excursion uses the same basic layout, seemingly built on a blend of assets from Limgrave and Liurnia from Elden Ring. Sure, churches, encampments, and other locations are randomly generated and can appear in different locations, but the designs are copy-pasted. You can eventually put specific “events” in the map, like a snow area or a rot area, and clearing them often gives good rewards. Still, it’s just a small portion, and there are only five variations. It also means that the music doesn’t really change outside of the Nightlords, and the beauty and splendor of Elden Ring is nowhere to be found in the visual design, though it still looks perfectly fine. Needless to say, no matter how delighted I was by no fall damage and fast running in Nightreign, I got tired of looking at the same stuff for almost 40 hours. 

One thing that does help a bit with the repetition is the classes you choose. You can use a well-balanced Wylder, a bow-wielding Ironeye, a magic-casting Recluse, and everything between. Each class has different passive bonuses, ultimate moves, and stat allocations. Weapon drops are determined by which class you’re playing, but the variety of weapons means each class still has a ton of flexibility, especially when paired with party composition and boss strategies. It all works well; you don’t have time to figure out a “build” during a run, but you can coordinate with your team to time ultimate attacks or focus on certain enemies during fights. Essentially, there’s just enough complexity and variety to make each class feel distinct and useful, which helps mitigate some of the tedium.

Screenshot of Elden Ring Nightreign with a characer flying on a falcon above a desolate landscape.
Torrent might not be here, but at least we can fly!

You might notice that I’ve barely talked about the story, and that’s because there isn’t much here, not in the traditional Soulsborne sense. Since you don’t have time to interact, explore, or read item descriptions, there’s no story while you’re actually “playing” Nightreign. Instead, you find what little there is through quests with different people at the Roundtable Hold. As you play with the different classes, you unlock “Remembrances,” which unravel details about each character class as you complete objectives around the hub or on a mission. These are fine, and there’s a surprising amount of variety in how you complete them. They feel weirdly disconnected from what you’re actually “doing” in the game, though, so they didn’t quite work for me.

Maybe more than any previous Soulsborne title, Elden Ring Nightreign is a game of learning, of trial and error. You run through Limveld again and again, and you figure out which methods work best for you, which places are worth going, and which approach is going to help you be most powerful for the final test. Long before you roll credits, though, you are almost certain to learn these lessons, go through the same tired routines over the same tired plains and landscapes while fighting the same tired enemies just to get wrecked by the final test if the RNG gods don’t favor you. It feels like you’re being forced to learn on someone else’s schedule, and while that works for a little while, eventually you want them to get on with the lesson and deliver some excellent boss fights without the long, repetitive road beforehand.

  • Graphics: 80
  • Sound: 85
  • Gameplay: 75
  • Control: 100
  • Story: 70
75
Overall Score
(not an average)

About our grading scale

Review by · May 28, 2025 · 9:22 am

There are a few creators in this industry whose games I will play unconditionally, and Keita Takahashi has become one of them, even though I didn’t pay attention to his games until recently. I played them all in the run-up to this one, and even with the games that I liked the least, there was still something special about each that made them compelling—an unapologetic silliness and bounciness that makes you smile from ear to ear. to a T is no different.

When I saw the to a T reveal trailer during the June 2023 Annapurna Interactive Showcase, it instantly caught my and many others’ attention. Not just for its quirky and clever premise and reveal of a partnership with AbleGamers, alluding to the fact that the character stuck in a T-pose was an allegory to living with a disability, but also for its incredibly catchy theme song. Both of these things immediately endeared me to the project.

Having played the whole game for myself, I can confidently say that to a T stands tall as another shining example of why Keita Takahashi is one of the best to ever do it, albeit with a few technical fumbles and questionable gameplay decisions.

to a T follows a teen named Teen (whose appearance and name can be changed and customised to your liking), who lives in a small coastal town with their mother and cute little dog (whose name you can also choose). Since Teen’s arms are permanently in a T-pose, life is quite a bit harder for them than for everyone else. Something as simple as going through a doorway can be quite the challenge for them, and an inconvenience for you (since you have to manipulate the right stick to move their arms every time you pass through them), though this feeds into the game’s larger message.

screenshot from to a T, showing protagonist Teen with their cute dog
Putting on clothes as a T is tough; thankfully, your faithful canine companion is there to help!

Luckily, your dog is here to help you, and they prove a reliable and adorable companion throughout your adventure as Teen. Unfortunately, as much help as Teen gets from their mother and helpful canine companion, they also struggle in school and feel isolated from everyone else due to their condition. In particular, there’s a trio of bullies set on making Teen’s life miserable every day. Much of to a T‘s story comes from Teen learning to accept who they are, not who everyone wants them to be.

Indeed, to a T has the kind of heartfelt messaging and themes that one would expect from its premise, and I’m pleased to say that it’s handled with care, grace, and a wicked sense of humour, and never once feels preachy or hamfisted in its delivery and execution. I don’t use those words with any malice, to be clear, but simply because too often, even with the best intentions, games can miss the mark when trying to say something of substance.

to a T deftly avoids these pitfalls by utilising the very simple trick of allegorism; talking about something without talking about it directly. Not that it is or should be taboo to discuss and depict disabilities, but the way to a T presents itself allows its messages to reach a much wider audience that could otherwise be reticent to play a game centered around the same topics.

screenshot from to a T showing protagonist Teen with their dog, greeting Giraffe, one of the side characters.
Giraffe is always there to bend her ear and long neck for you, and supply you with tasty sandwiches!

You may be surprised at how to a T plays. The trailers make it seem that you mostly run around and explore the town, talk to residents, and engage in light platforming. While all that is present, much of what you do is participate in various minigames representing everyday tasks for Teen. These include participating in eating contests, brushing your teeth and washing your face every morning, and engaging in math, science, and gym classes at school.

Many of these are fun, and thankfully, the more potentially tedious ones are optional if you’d rather not engage with them every time they come up. However, it’s the rest of to a T‘s gameplay where the problems arise.

See, while you can run around and explore the town at your leisure, you can’t do it right away and must wait a couple of “episodes” to do so. Often, you spend time in town running to school and a few other key locations. Since there’s initially not much to do during these segments, traversal can be quite dull. In fairness, you eventually unlock the ability to ride the train and even a unicycle.

Even these parts, dull though they may be, would be fine if not for the fact that town exploration uses a fixed-camera perspective. At times, this is frustrating since you must use crosswalks to get across the streets, and it’s not always easy to judge where those are in relation to yourself, as you can’t look around to get your bearings. It would be easier if you could jaywalk, though that goes against the game’s sensibilities.

What makes this extra frustrating is that one section of the game uses a freely adjustable 3D camera, but this option is not present anywhere else. To a degree, I get it, since the right stick is for manipulating Teen’s arms, but surely there could have been a compromise that could allow the player to at least change camera angles.

Screenshot from to a T showing the cast of characters in the game's story.
to a T features a charming, quirky cast of characters, some of which have their own mini-arcs!

As you may have already gleaned from its art style, trailers, and levels referred to as “episodes,” to a T is an interactive cartoon by every metric, complete with opening and closing credits that play at the beginning and end of every episode. These feature the fantastic, incredibly catchy tunes of “Perfect Shape” by English indie pop band PREP as the opening track and “Giraffe Song” by musician and Steven Universe creator Rebecca Sugar as the closing theme. They’re both lovely, catchy songs and fit the tone and style of the game wonderfully. I hope you like them too, because you’ll hear them a lot throughout to a T.

Another crucial way to a T feels like a cartoon is how much its story and world rely on a comically over-the-top Looney Tunes level of logic. I don’t say that as a criticism, but merely because it’s important to approach to a T with the right expectations. Certain things happen in the plot that could only happen in cartoons. Honestly, if you weren’t clued into the fact that to a T is a Keita Takahashi project, some scenes in the story would give that away completely. You do get the occasional explanation of the plot’s wacky antics, but it’s not the kind of explanation that makes you go, “Ooooh, that makes total sense!” which, again, is surprisingly not a mark against to a T at all.

One such example, seen in the reveal trailer, is that Teen can spin in a circle and fly into the sky. It takes most of the game to figure out how to hone this ability, but once you do, you can activate it anytime. It’s quite finicky to pull off at the best of times, even though you only have to rotate the right stick clockwise and then jump. In fact, the only way I could get it to work reliably each time was by enabling “Simple Spin Input” in the accessibility settings menu, which allows you to activate the spin by simply holding the right bumper.

Screenshot from to a T showing protagonist Teen and their dog waiting for the train.
Waiting for the train isn’t so bad with a sea view and a cute dog by your side!

All told, to a T maintains the illustrious creative bounty of its director Keita Takahashi and his team at uvula, crafting a lovingly told, fun, wacky, and relentlessly cheeky ode to disabled kids who are in search of their place in the world. It’s clear that it’s a subject that means a lot to the developers, and it’s handled with genuine care, affection, and a wry sense of humour, never punching down or sugarcoating anything to betray its central message: There’s no such thing as “perfect,” and that’s okay. Our imperfections make us who we are.

There were times when a T‘s gameplay frustrated me. Thanks to occasional visual glitches and a couple of softlocks, it might have frustrated me more than some games I’ve given lower scores to. And yet, there’s something so inherently charming and genuine about to a T when you take it as a whole that you can’t help but be pulled in by its charms. Perhaps admitting that in writing revokes my credibility as a games writer, and I’m sorry for that, but it’s how I feel.

It’s almost poetic (or pretentious, if you’re cynical), but the fact that to a T is an imperfect game is in itself perfect. After all, as the game tells us, our imperfections make us who we are.

  • Graphics: 80
  • Sound: 85
  • Gameplay: 78
  • Control: 72
  • Story: 84
82
Overall Score
(not an average)

About our grading scale

Review by · May 20, 2025 · 10:00 am

There are a few ways you can go with a piece of DLC.

One is to simply make more content for your original game; maybe a lengthy side quest or a new party member. Another is to create a semi-sequel, exploring new gameplay mechanics, settings, and basically testing the waters for your next game.

Sabotage Studio, the developers of 2023’s Sea of Stars, went with the first option for their free bonus-adventure DLC, Throes of the Watchmaker. Although there are a few new and compelling gameplay mechanics, it still feels very much like the original game. In other words, more Sea of Stars. If you enjoyed the first game, you’ll enjoy this, too!

Just before their final battle with the Fleshmancer, Valere and Zale, the Solstice Warriors, pay a visit to the mysterious Watchmaker in her Clockwork Castle. There, they learn about her creation of the world of Horloge, an entire world and (very French and cirque-based) civilization ingeniously hidden inside a clock. Tragically, this perfect clockwork world has been infested by one of the minions of the Fleshmancer, Puppetmaster, an evil doppelganger of the Watchmaker. Shrinking down to enter Horloge, the Solstice Warriors quickly find themselves at the mercy of the Puppetmaster, who magically creates evil doppelgangers of them, stealing their Solstice powers in the process. To save Horloge, our heroes must learn the ways of the circus combat, confront their dark counterparts, and reclaim their true powers before the Puppetmaster can unleash her evil upon the entire world!

The character of Pif is about to clone the Solstice Warriors.
There is a joke somewhere in here about sending in the clones/clowns…

As Throes of the Watchmaker is a post-endgame adventure, you must reach at least the first ending of Sea of Stars to get access. As Valere and Zale are basically gods at this point, entering the clock requires them to do the “Samus Shuffleℱ” and immediately lose their powers. Starting from level one allowed Sabotage to develop two new and slightly ridiculous classes: Valere becomes a ferocious Acrobat and Zale a fire-wielding Juggler. These two new classes are visually hilarious, with engaging new abilities. And as your usual crew of fighting companions can’t join you inside the clockwork world, you get a new third party member — and old friend — the Artificer! I can’t really talk more about who he is without spoilers for Sea of Stars, but I found his character to be the highlight of the main game and a delight to play (not to mention reminiscent of a beloved character from Chrono Trigger).

The strongest part of Sea of Stars is its turn-based combat, which functions pretty much identically in Throes of the Watchmaker. Success in battle is dependent on timed strikes and blocks. By hitting the button at the exact right time, you can mitigate an attack or deal extra damage to your foes. But even with perfect timing, doom awaits you unless you can learn to break your enemies’ concentration while they are casting their most powerful abilities. When an enemy is about to use one of their most potent spells, a series of elemental locks and a timer appear above them. By using your elemental attacks to “break” these locks, you can reduce the potency of their attack or maybe even stop it completely. I loved this element of strategy in the main game, and if you want to survive Watchmaker, you will need to become a master, as the DLC ramps up the difficulty considerably.

The Solstice Warriors running away from a train in Sea of Stars: Throes of the Watchmaker.
When they asked the director how meta he wanted the DLC, he replied “Yes.”

Another highlight of Sea of Stars and Watchmaker is their visual presentation. Watchmaker offers a splendidly designed pixel art steampunk-inspired world full of clockwork creatures and cirque-inspired enemies. There’s a lot to look at here, and all of it is pretty. The music in the DLC is also excellent. Many of Sea of Stars’ most identifiable themes return, but have shifted to take on a more circus motif. While almost all of the music in Throes of the Watchmaker (and Sea of Stars) is terrific, a few musical themes do sound more like they belong in an action game rather than an RPG (which makes sense, given Sabotage’s pedigree with the phenomenal Metroidvania The Messenger). Still, I found myself humming the themes when I wasn’t playing, and that’s a sign of an excellent soundtrack.

My main issue with Throes of the Watchmaker is the same as with the base game: the writing. In both, the story and characters almost feel like an afterthought, acting as set dressing for the visual presentation and combat system. The writing also tends to switch back and forth between “playing it straight” and “super meta” within the same scene, resulting in an uneven story tone. Unfortunately, the “evil twin representing their darkest traits” plotline calls the paper-thin characterization of the Solstice Warriors into even sharper relief. Zale’s malevolent doppelganger represents his vanity, making him a preening, vain monarch who demands everyone’s attention. Valere’s dark side, on the other hand, represents her feral and furious side, taking on a werewolf-esque motif. The problem with this conceit is that we have never seen examples of these character traits in the past. It would be one thing if Zale ever showed an egotistical side or if Valere repeatedly had to push down her anger in the main game, but as we never even got hints of these personality traits in the Solstice Warriors in Sea of Stars, seeing them here in physical form doesn’t have any narrative impact.

Making things worse is that neither of their evil doppelgangers ever interact with each other. Most of the game’s charm comes from Zale and Valere’s relationship with each other and their best friend, the Warrior Cook Garl. These relationships could have offered a much richer story vein to mine than their two-dimensional depictions. I would have loved to see the interactions of their evil twins as a dark reflection of the Solstice Warriors’ own relationship. Maybe they could have cared about each other just as much as our heroes do? How do they feel about Garl? Sadly, Sabotage leaves these potential compelling questions by the wayside, making the doppelgangers fee even more lifeless than their do-gooder counterparts.

The view of the world of Horloge in Sea of Stars: Throes of the Watchmaker.
If you have a fear of clowns, this might not be the DLC for you.

With Sea of Stars, Sabotage set out to create a spiritual successor to 16-bit JRPGs of yore, succeeding in some ways but failing in others. With this DLC, you will find the exact same strengths and weaknesses as in the main game. Throes of the Watchmaker is a very good piece of DLC for a very good game! Though the combat system and visual presentation are triumphs, the story and characters might leave you feeling underwhelmed. It would be interesting to see how Sabotage could improve on this solid RPG foundation, but I suspect they plan to move on to other pastures. Much like how they declined to make a sequel to The Messenger, my money says that their third game will also be a completely different genre and likely outside of our coverage. Given the baffling number of Super Punch-Out!! references present (yeah, the game is still meta), maybe they will be diving into a new take on that classic SNES title! But as this studio consistently delivers mechanically engaging, visual treats to the eyes, I am willing to explore whatever direction they take next!

  • Graphics: 95
  • Sound: 90
  • Gameplay: 90
  • Control: 85
  • Story: 75
85
Overall Score
(not an average)

About our grading scale

Review by · May 17, 2025 · 1:53 pm

If you are a long-time RPG fan (and you probably are), you likely know the Nintendo 64 has only a few RPGs in its game library. If I asked you to name some RPGs on the Nintendo 64, you might tell me about a well-known classic like Paper Mario, or you might be a fan of something more obscure like Ogre Battle 64 or even Hybrid Heaven. But there’s a good chance you will also mention the first and most infamous RPG in the Nintendo 64 library: Quest 64.

Quest 64 has a reputation for being awful, and I understood why from first-hand experience when I played the game in 1999. In short, it was not a good experience, and I set the game aside for twenty years. Since then, I have rarely seen Quest 64 mentioned as anything other than a punchline. Even so, several years ago, I began to wonder if Quest 64 might be misunderstood.

On paper, the game has some great features that seemed ahead of their time. Quest 64 was released in June 1998 — that’s just nine months after Final Fantasy VII and five months before Ocarina of Time. I wondered if Quest 64 was a casualty of bad timing — a decent game with some cool ideas sandwiched between the releases of two of the greatest games of all time.

It took me a few more years to actually set up my Nintendo 64 and give Quest 64 another go, but I’m glad I did. Quest 64 is much more fun than its reputation suggests.

Quest 64 has a simple premise. You play Brian, an apprentice sorcerer. Your father has gone missing on an important quest to locate the stolen Eletale Book, a magical tome that can bring ruin to the world. It’s up to Brian to travel the world to find his father and the book. Along the way, Brian also searches for powerful elemental stones that can control the power of the Eletale Book.

Despite the simple premise, the game’s world has a lot of hidden depth. An elaborate backstory plays on the title screen that introduces multiple nations and characters. Speaking to everyone and exploring secret areas reveals the potential for deeper worldbuilding that unfortunately doesn’t really go anywhere. The developers seemed to put a lot of love into building a world that could support multiple stories, but only one story was ever published. Thankfully, there are no cliffhangers or major loose ends; it’s just a world that sometimes makes you wonder what else might be going on.

During the adventure, you travel through multiple towns, fields, forests, and caves. There’s a good variety of areas to explore, all fully realized in 3D; no pre-rendered backgrounds here. This is one of the details that stood out to me. It would be a few more years before most RPGs made the jump to full 3D, but Quest 64 took a chance on fully 3D towns, fields, and dungeons with full camera controls in 1998.

The towns are fun to explore and full of secrets. The game often rewards your curiosity with treasure chests and Spirits, which you use to upgrade your magic spells. The field and dungeon areas contain the same types of secrets and look great, but exploring them can feel more tedious because of the frequent enemy encounters.

Fighting monsters and other enemies in Quest 64 happens during random encounters, and there are a lot of them. It’s easy to get turned around and completely lost in the field and dungeon areas because of the frequent enemy encounters. Battles are turn-based, but you always have full control of Brian. The battles take place in the environment where they started, but there is a limited battle arena marked with a large white hexagon. Brian and each enemy can only move in a restricted area (marked with a smaller hexagon) inside the arena each turn.

During your turn, you can attack with your short-range staff or cast a spell from four different schools of magic: earth, fire, water, and wind. Instead of a typical turn-based system where you select an enemy target from a list, you must manually aim your spells at enemies in the fully 3D arena. Unfortunately, the game has no targeting systems or markers showing the area of effect, which is one reason some players get frustrated with the frequent battles.

The lack of targeting or other aim assistance is the second feature where I feel Quest 64 was ahead of its time. We have modern games with area of effect attacks, but modern games nearly always include a marker showing which enemies will be hit or which area is affected. Quest 64 expects you to experiment and learn how the spells work.

Once you do, the battles instantly become more fun. Rolling Rock hits a horizontal row of enemies a few feet in front of Brian. Fire Ball targets the enemy directly in front of Brian. Ice Wall hits all the enemies in a radius around Brian. Wind Cutter locks on to the nearest enemy. There are 41 different spells, and it takes quite a bit of effort (and multiple playthroughs) to learn their mechanics. Like Brian, enemies also cast area of effect spells. With practice, you can dodge many attacks by positioning Brian correctly in the arena. I enjoyed this feature and spent a lot of time learning how to dodge enemy spells.

No matter how fun the battles can become, the constant onslaught of enemies quickly becomes tedious. Thankfully, the game includes a very generous escape option from most battles, and your MP restores automatically outside of battle. Losing battles is also forgiving; a game over sends you back to the last town, but you keep all experience gained and only lose the items you used.

As expected, several boss enemies require a greater understanding of the game mechanics and may require multiple attempts to clear. You must learn which spells they are weakest against, but I found that a few spells were so powerful that there was no reason to use many of the others.

As you level up and find hidden Spirits (free level ups) in the world, you choose which elemental spells to upgrade. Unfortunately, two of the elements are much better than the others, and you quickly become underpowered if you try to upgrade more than one or two elements. Choosing the correct elements makes the difficulty trivial. Choosing the wrong elements makes the game almost unwinnable. Many RPGs want you to specialize in particular skills or magic schools, but it only works well if the options are balanced. Quest 64 is not at all balanced. Choose earth magic; you can thank me later.

Quest 64 is very rough. I could continue describing dozens of little things that annoyed me, but I want your takeaway to be something more important. I had a ton of fun playing it. Brian is a fun character design. I enjoyed experimenting with the different spells. The soundtrack is not a timeless classic, but it’s catchy and never gets old. Once I understood how the game worked, I was eager to play more daily. Quest 64 is not a forgotten masterpiece, but its reputation as a terrible game is undeserved.

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

About our grading scale

Review by · May 14, 2025 · 12:00 pm

The titular character of Maliki: Poison of the Past originates in a French webcomic and should be familiar to its fans. Since I had never experienced Maliki’s adventures before, I came to the game fresh and without preconceptions. I ruined this treasured state immediately by going online and checking out a bunch of the early strips for context. I didn’t read them all (Maliki started publishing in 2007, people), but enough to get a sense of how author and artist Souillon infuses them with anarchic and occasionally surreal comedy. You do not need to be familiar with the source material to appreciate Maliki, as this game presents a side story that highlights the more fantastical elements of the strip, featuring a brand-new protagonist named Sand.

At the outset, Sand gets pulled through a time portal into the company of Maliki’s friends as they battle a creature seemingly parasitised by disturbing plant life, a manifestation of the malevolent entity Poison. Maliki then immediately throws you into gameplay, forcing you to quickly learn the details of its traditional turn-based stylings. You control each character, with the option to use a basic attack, an item, a block command, or a technique (your character’s special abilities), which you gain more of as you level up. Maliki works its time-bending premise into the fabric of the game: you can see the turn order at the top of the screen. Pleasingly, Maliki provides an in-universe explanation for the turn-based mechanics, as Sand’s new companions explain to her that the chrono-shenanigans have portioned time into neat little sections, causing everyone to act one after another instead of all at once.

Characters seated at a table with a cooking pot at the center in Maliki: Poison of the Past
Time to confer! With food.

But just like our heroes, you don’t need to wait for the inevitable to unfold. Sand gains possession of a device that can alter the flow of events, bringing characters’ turns forward or backward. This allows them to work in unison to pull off combo moves or to strike at the same time as an enemy, granting access to defensive techniques. The ability to put a character “behind the timeline,” a state that restores health and points required for your special moves, forms a key function of this system.

This opening gives us an effective use of in media res that ends as everyone realises that Sand has entered the wrong time period, at a point before she has even met them, and they send her further into the past, where the game starts in earnest. Sand meets Maliki, a young woman who wears a wooden half-mask and tracks instances of Poison throughout history using a time portal. Fang, her adopted daughter and the most scientifically minded of the bunch, accompanies her. Then we have Becky, a homely farmer, and Fénimale, a cranky nature fairy. These latter three form the rest of your party. Sand agrees to help them find Poison and stop its evil endeavors.

If you’ve recently played the critically acclaimed RPG Clair Obscur: Expedition 33, you may be in the mood for something that captures the uniquely French atmosphere of that game. If so, I have good news for you: Maliki has more continental content than a freshly loaded baguette. Sand visits locations ranging from little French towns all the way to the City of Love itself, and Maliki: Poison of the Past delivers the feel of those environments through subtle visual clues rather than by hitting you in the face with major landmarks. Maliki doesn’t have the same grim tone and gruelling atmosphere as Expedition 33, even if both deal with potentially world-ending crises.

The Legend of Zelda: Link’s Awakening remake obviously provided significant inspiration for this title. The graphics, which have the same toy-like sheen, use of bright, vibrant colours, and exaggerated character emotes, make this apparent. Maliki also has full-body character portraits with distinct design work and immaculate animation. It’s some of the best work I’ve seen in an indie title. The game clearly benefits from its source material. It draws on the skill of its talented creator, avoiding formulaic appearances.

Like Link’s Awakening, Maliki incorporates puzzle elements into its core gameplay. Each of the four main characters has a unique field ability: Sand manipulates time, Becky activates spring pads and other items by jabbing them with her pitchfork, and FĂ©nimale uses her nature magic to make plants communicate with each other. Fang can move things around with a telekinetic beam, which strongly reminded me of Zelda’s ability in The Legend of Zelda: Echoes of Wisdom. I enjoyed the puzzles when I grasped their logic, although Malki does not always provide you with the right mental toolset to solve them. Couple this with some fiddly positioning requirements and temperamental physics, and you occasionally have a recipe for frustration.

In one area, I repeated the same action multiple times, resulting in failure up until the point it decided to suddenly work. Elsewhere, the solution to the puzzle only functioned when I stood my character right in the middle of the two objects involved. In most cases, the puzzles present enough difficulty to provide a challenge whilst not outstaying their welcome, and they provide a nice break from the turn-based battles.

Some light farming sim elements take place in the central home area known as the “Domaine” and support the main gameplay loop. Here, a magical barrier keeps the effects of Poison at bay, allowing some wholesome vegetation to flourish. Although the thought of playing Animal Crossing brings me out in a rash, planting crops whilst attempting to cultivate a decent harvest is enjoyable and rewards you with a currency called “naturons.” The game does not force you to engage with this minigame if you don’t want to; I’ve no doubt you can finish the experience without ever touching it, so I don’t feel blackmailed into giving up my time for the agricultural cause. You can then feed naturons to a magical tree, which opens up opportunities to fight back Poison and expand the border of the Domaine, providing further motivation for getting your shovel dirty.

A small, green field of grass, a few rocks and treesin the corners. Sand is in the middle of the screen by several circular piles of dirt. She appears to be farming, and icons show pictures of carrots.
The ultimate weapon in a hero’s arsenal: Freshly pulled carrots.

Other issues emerge within the game, entwining themselves through the experience like a venomous vine. I played Maliki on Switch, and the framerate suffers from frequent drops into the undergrowth. As someone who played through Echoes of Wisdom and didn’t bat an eye at the problems others noticed, you can be certain that the stuttering image quality does harm the experience. I also encountered multiple game-busting bugs. For instance, I initiated encounters only for the screen to get stuck after fading to white, forcing me to complete a full restart. At times, I only avoided this bug by ensuring I didn’t run down a specific street or by reordering my actions. Fortunately, you can save pretty much anywhere (and the autosave works wonders), so even when this happens, a quick recovery eases the pain like a digital dock leaf.

I am happy to put up with these technical limitations for what the game delivers, though. Souillon’s influence clearly enhances the art and charming characters we encounter. Fang, uniquely loveable as the youngest team member, struggles with questions of self-worth. Becky’s relatively carefree attitude forms a counterpoint to this, and the more we learn about her and the true reason she resides within the domain, the more attached we grow. FĂ©nimale, entertainingly irascible, has an oddly relatable surface contempt for humanity. Sand herself proves less compelling as she plays the role of silent protagonist and blank slate. Although not fully voiced, the performances the actors give in their non-verbal utterances help to bring the characters to life.

Screenshot showcasing introductory dialogue between Maliki and the protagonist, Sand. Sand looks dazed as Maliki politely introduces herself.
My pleasure, Maliki.

The game truly triumphs in its soundtrack, which features a track called “Emanations,” a collaboration with Motoi Sakuraba, probably best known to our readers as the primary composer of the Tales series. While suitably energising, this piece of music was not my favourite in the outstanding selection on offer, created by the band Starrysky. I adore the dark punk song “Glorieuse DĂ©pression,” which plays during a pivotal fight scene where you fight the band performing it and can knock out the backing instruments, similar to a particular battle in Hades II. Perhaps most impressive of all, Maliki’s main theme, “Poison of the Past,” delivers a magical accompaniment to the experience, especially in the vocal version.

Maliki: Poison of the Past feels to me like a bouquet of flowers, with the occasional thorn hidden within its attractive exterior. With the air full of the enticing aroma of blooming petals, you easily forget the one or two moments of discomfort you suffer to appreciate its best qualities. Load it up, take a deep breath, and enjoy.

  • Graphics: 82
  • Sound: 92
  • Gameplay: 79
  • Control: 71
  • Story: 78
78
Overall Score
(not an average)

About our grading scale

Review by · May 8, 2025 · 5:00 am

Empyreal (em-ˈpir-ē-əl) – adj. 1: of or relating to the empyrean, celestial 2: sublime 

I admit I wasn’t aware that empyreal was a word, let alone what it meant, so I thought it a good idea to know what I’m talking about when it comes to Empyreal. Silent Games features a few former Ubisoft crew, and it’s always interesting to see how creators do when they break out on their own after having made a reputation for themselves at a larger company. So, here’s Empyreal, an action RPG with a sci-fi theme, which in many ways feels Ubisoft-ish and in others like it’s trying to be anti-Ubisoft.

Empyreal comes down to you versus the Ziggurat, a massive structure on some planet in some galaxy. The Ziggurat seems to be even bigger on the inside (doctor who?) and there’s some mystery about what’s at its core. You’re a mercenary hired by The Company, whose expedition is failing miserably by virtue of the dangers inside the Ziggurat wiping out their forces. Your job, simply, is to explore it.

There is danger, but you’re up to the task. As an action RPG, Empyreal feels somewhat like a more self-contained Destiny, but also an attempt at an evolution of Souls-likes. In un-Ubisoft-like fashion, however, there’s not much in the way of open exploration. The travel system is convoluted, and despite attempting to convey a huge scale, everything still feels smaller than it should. There are nooks and hidden areas to discover within each area, but the world is never fully connected to where you can explore it seamlessly. Each area functions like a level from an old-school platformer: You fight through a slew of smaller, but by no means easy, enemies before taking on a boss at the end. There’s some randomness in the enemies you encounter and loot to grab, but otherwise, there’s a small number of layouts for these areas, and you eventually get to know them too well after repeatedly seeing the same places.

An enemy approaches the player, who has a gun in Empyreal.
Oh man, think of the loot this thing’s gonna drop after I drop it!

Empyreal focuses mainly on combat and loot, finding better loot so you can combat better and find more and better loot. Thankfully, these are some deep systems that require you to intimately learn their ins and outs. There are three types of weapons, which doesn’t seem like a lot, but their differences are on par with Monster Hunter. You start with the glaive, though you’ll quickly find a gun and a mace-shield combo to let you get to know those too. Once I found a mace and shield, I was interested to see how it would handle, and it was an unexpectedly harsh learning curve. I had assumed, it’s the same combat system, it surely can’t be that different. But this was like the difference between learning to ride a bike and learning to drive a car. Whereas the glaive is more of an agility-based weapon with your strategy tending to be striking and then quickly dodging out of harm’s way, the mace-shield is more like controlling a tank, which doesn’t even have a dodge move but instead relies on blocking and parrying for defense. Much of my enjoyment in Empyreal came through the process of learning each weapon and the satisfaction of feeling like I’d mastered it.

The loot system is similarly deep. Beyond the simple joy of collecting more and better stuff, it takes off when you get into modding, which allows you to fine-tune each piece of equipment. On the other hand, grinding for loot can get tiring. As your success in explorations depends as much on your loadout as on how well you fight, those who enjoy micromanaging should find plenty to like about Empyreal.

The things you fight also have depth. Though all the enemies are automatons and mostly have similar appearances, there’s a vast variety in how they behave. Some are quicker and try to overwhelm you with flurries of attacks, while others are slow and tanky but pack a wallop. The bosses in particular force you to take vastly different approaches and have novel ways to frustrate your typical strategies. Some like to summon lots of support to keep you busy, and others evilly convert your attacks into shielding. While they look similar, some of their mannerisms amusingly evoke RPG character archetypes. Each boss has a short, mimed-out scene (before they proceed to pummel you) that, though wordless, gives them a little personality. For instance, one does a figure skating routine on the water, while another has an army of bots kneeling before them as if they’re a general. These sequences are great because, unfortunately, there’s little buildup for the bosses in the story.

It’s obvious that Empyreal’s gameplay was the development team’s primary focus, as the story is quite a mess. While the short opening movie sets up the beginning of an epic quest, there’s not much else happening once that’s finished. The story mainly revolves around your relationship with other characters in camp, but you’ll only have a few interactions with each throughout the entire game. They do each petition you to undertake sidequests (which have their own problems), but that’s essentially the extent of those interactions beyond occasional fun, inspired moments that pop up unexpectedly. Overall, the rest of the crew is strangely in good humor considering their dire situation.

The narrative starts to picks up more at the end as if it’s setting up an entirely new story, but it’s so far out there that it makes the whole experience incomprehensible. There is an undertone of making a connection between the extraterrestrial and the divine, which is oddly intriguing but could have been expounded upon more throughout the game. The developers may have been attempting FromSoftware-style environmental storytelling with the different biomes within the Ziggurat and some evocative scenes, but nothing grabbed my attention more than in passing.

Two characters converse in Empyreal.
It’s your mission, bro.

Though combat and equipment management are great, a few persistent issues cause headaches. Returning to the Ubisoft connection with Silent Games, it’s weird how Empyreal feels similar to typical Ubisoft games while also taking an opposite approach to many of the long-bemoaned common complaints about those games. You have a sidequest list, and while its brevity is refreshing, there’s no way to be intentional in trying to find the things characters want to the point that you may or may not accidentally stumble upon them throughout your travels. Empyreal has trouble providing guidance in general. When the game introduces a new element, it’s often mentioned in passing by characters and sometimes doesn’t make it into the tutorial list. If you’re tired of handholding in video games, this is the opposite problem, where there aren’t clear markers to even determine the right general direction.

There’s an overall thread of that Ubisoft jankiness throughout Empyreal, from combat to simply navigating the hub. Inside the Ziggurat, the game is refreshingly hands-off about letting you explore without overbearingly pointing you in the direction it wants you to go. On the other hand, the surprisingly expansive camp area could have used a minimap or a quick travel function, especially as characters are almost always in the same spot. It’s also baffling that in camp, you have to go to an armory (which thankfully are in multiple locations in camp) to change your loadout and that you can’t simply access that from the menu wherever you are. Though learning to use the weapons is part of the fun, part of the learning curve is figuring out how to work around the jankiness. The gun is especially a handful to navigate, as you have to play a little minigame when you reload, which you must do constantly. Items also take some time to learn, as things you expect you’d be able to easily pick up, such as healing items, aren’t so intuitive to use. It’s not that any or all of these complaints add up to a bad time, but it sure makes you appreciate games with more polish or a steady-handed approach.

Empyreal looks good, especially some of the details in the areas you visit, like the artificial sky in the desert-like biome. For those in the Fashion Souls set, it’s so much fun to see how your character’s look evolves with each new piece of equipment. I cheerily took on the final boss in a windbreaker with neon yellow sleeves. While the automatons are good-looking too, they unfortunately highlight some limitations in the style, as they all look fairly similar. You don’t spend a ton of time with other characters, and the camera keeps a distance when you interact with them, though they look fine from afar.

A monument is surrounded by floating debris in Empyreal.
The sites are gorgeous, which is nice because you see them often.

There’s not much to speak of on the music front, as if you’ve played any other space game or seen a Captain America movie, you’ve heard the blaring horn that denotes prestige or something. The soundtrack is mostly a further watered-down version of generic, worn-out sounds that came before it, except for the one vibrating rumble track in camp that sounds like your aux cord is ajar, which sent me checking to ensure my speakers were plugged in properly (they were). The voice acting is inoffensive but also uninspired, except for sassy fellow intrepid adventurer Isolda, who is fun to chat with mostly because of the lively performance. Sound effects are punchy and solid, but again, nothing special. As you’d hope from a challenging action game, the controls are spot on and it feels great to control your character, though it does look a little silly when you’re hammering the parry button trying to get the timing down.

There’s nothing wrong with developing the game you want and knowing what you have while hiding the limitations. Empyreal is all about the combat and loot, and it shows in the solid combat and in tinkering with your loadout. That’s clearly where the effort went. If this game is trying to be part Destiny and part Souls-like with a nod to old-school games, then it doesn’t fail, but it doesn’t succeed either. The only problem with eschewing story and other elements is that it comes off as cold and bland. I think those who dig the combat will love Empyreal, but others who want more out of their experience may find it less than sublime.

  • Graphics: 85
  • Sound: 68
  • Gameplay: 88
  • Control: 90
  • Story: 60
79
Overall Score
(not an average)

About our grading scale

Review by · May 6, 2025 · 12:00 pm

Phoenix Springs is about 78% artsy and 22% fartsy. For those looking to do some soul-searching and who don’t mind a dive into the abstract, this is likely the game for you. While certainly not for everyone, it accomplishes what it sets out to do: introduce thought.

A detective noir, Iris searches for her brother Leo Dormer. Is this an acronym or literary reference? I dunno, but maybe. That’s what Phoenix Springs does to a person. Halfway through the game, I was second-guessing everything, wondering why something is named this or why something looks like that. Joyously, I might add, but at a certain point I was begging for something to land on.

Initially, Phoenix Springs feels grounded in a dystopian future that is only hinted at: no garish signs of the oblivion aside from a drunk here and odd technology there. We do gumshoe stuff like knocking on doors, interviewing neighbors, and traveling from place to place. Eventually, I ran into an intense logical oddity that I won’t spoil here, but it made me realize: oh, right, this is clearly arthouse in gaming clothing.

Computer with a map on it in a minimalist green environment in Phoenix Springs.
Detective work.

Separating the look and sounds of Phoenix Springs from the story is nigh impossible. Alexandra Crow sublimely performs Iris’ internal monologue—the voice we hear the entire way through. She achieves the tranquil detective noir vibe we usually hear from males. Oddly robotic, Crow’s performance accentuates the eerie visuals that favor near-blacks and solid color choices. An outsider might view this palette choice as pretentious or lazy, but everything always looks fantastic, and I’d venture to say the visuals do about as much storytelling as the writing.

Interacting with the world involves mashing ideas together with the environment, which usually results in some witty insight from Iris if not progressing the story. Iris also has the option of talking to, looking at, or using different parts of the environment, though players will usually be “looking at” objects. Don’t expect a myriad of tangibles in the landscape, though: Phoenix Springs limits, which helps with the puzzling.

Pressing an intercom with a suspicious number pad with some number symbols depicted as slashed in half.
Okay, now, why are some numbers cut in half and others not? Well, you see…

Unfortunately, the puzzling can sometimes lead to a guide dang it. Fortunately, the developers were keen to pick up on this and threw a walkthrough link right into the options menu for easy access. Though it’s rare for me to look something up, I did so here. Some of the puzzles here are pretty obtuse, and the options become so vast and varied near the end of the game that I was getting grumpy and losing interest in the story, which should never happen in any adventure game. The solutions were not face-palm moments: some of the expectations thrust onto the player are pretty unreasonable, but, again, there’s a guide there for just such a reason.

I enjoyed hitting dead-ends most of the time because Iris’ thoughts almost always entertained. Also, these dead-ends oftentimes provide context and insight that the core story doesn’t offer, which almost seems intentional. I want to say this is unfortunate, but why? Why do games need clean, carved paths? So what if an adventure game is poetic and meant to stimulate thought rather than serve everything on a platter?

And that’s where I’m stuck with Phoenix Springs. I certainly enjoyed this rabbit hole, but I also have to acknowledge that mystery for mystery’s sake isn’t good, either. With so many face-value storylines out there, Phoenix Springs feels rejuvenating and novel. We’re also not talking a square protagonist meets a triangle antagonist, and, golly gee, that’s a metaphor for late-stage capitalism. This is more tasteful than that.

Checking out the neighborhood through action menus! The options are "talk to," "look at," and "use" highlighted.
Notice how the pink highlight doesn’t fall exactly inside the oval? Art.

I’m absolutely certain someone paying attention and doing a couple playthroughs will be able to stitch together the “real story,” but I’m content chewing on this thing in bed, in the shower, and commuting to work. Rather than trying to solve the story, I find it more beneficial to explore the moods and feelings that the imagery and conclusions prompt. Why was that sandbox there, why did Iris say that particular thing, and what do Leo’s goals have to say about the human experience?

Phoenix Springs is not for everyone, and I’d venture to say most people won’t care for it; that’s also the benefit of strong visuals, though. No one’s going to look at screenshots or videos of this game and complain that they got ripped off thinking this was Gears of War. If my rambling and the feeling you get looking at Phoenix Springs doesn’t get you licking your lips, then this might be a pass for you. Others: enjoy food for your artsy fartsy soul.

  • Graphics: 83
  • Sound: 90
  • Gameplay: 70
  • Control: 100
  • Story: 85
78
Overall Score
(not an average)

About our grading scale

Review by · May 3, 2025 · 1:30 pm

After being thoroughly charmed by developer Matrix Software’s Final Fantasy III Nintendo DS remake, I adored my time with their Final Fantasy IV remake. I was intrigued when I heard that the classic old-school FF had a sequel, so I leaped from 3D graphics to pixels to play the Final Fantasy IV: The After Years that came bundled in the PSP’s Final Fantasy IV: The Complete Collection. Unfortunately, time constraints and a sense of burnout after reaching the game’s halfway point resulted in me putting the handheld down. It wasn’t until I learned, mainly by chance, that Matrix Software developed a 3D remake of Final Fantasy IV: The After Years in the same vein as their FFIII and FFIV remakes that I decided to once more embark upon FF nostalgia and give the title another chance. I was glad I did by the time the ending credits rolled, even if FFIV: The After Years isn’t remotely a necessary sequel.

The After Years is set years after the heroic adventures of FFIV‘s Cecil and his comrades, with Cecil and Rosa’s teenage son Ceodore commencing his first mission as a rookie Red Wings member. In true JRPG fashion, things go wrong, starting with the sudden appearance of a mysterious new moon in the sky and an enigmatic threat looming in its broad shadow. Add to that an ethereal girl garbed in white casting powerful magic, making hostile moves for the various nations’ crystals. Can Ceodore, alongside a whole host of both returning and new characters, save the planet, or is history doomed to repeat?

Fusoya and Golbez discuss troubles in Final Fantasy IV: The After Years (2013).
…Or is it just nostalgia-bait?

History repeating itself is apt to describe much of the plot in Final Fantasy IV: The After Years. The game noticeably retreads plot points from its predecessor to the point where characters even make the occasional meta-commentary. It’s amusing, but also makes the title feel unnecessary. After all, if I wanted to replay FFIV‘s plot, I could replay FFIV. Characters such as Cecil, Rosa, Cid, Yang, and Rydia remain the same as their already-established personalities. Cecil is essentially a non-entity in the overreaching narrative until the latter half of the game’s final “episode,” which is bizarre given how he’s the hero of the first tale. Disappointingly, Rosa and Cid are the only surviving original party members besides Cecil who do not get their own character-specific episodes, making them feel like afterthoughts. It doesn’t help that Rosa’s one chance to stand out from the crowd in the final episode is entirely missable. This discrepancy could be understandable if the new characters like Ceodore had more to do in the story to balance it out, but sadly, a lot of their screen time is easily forgettable, and many don’t get much character development throughout the journey.

That isn’t to say there aren’t any interesting plot threads in The After Years. While new characters like Ceodore, Ursula, and the Eblan Four are somewhat lacking, the dwarven princess Luca (serving as Cid’s apprentice) and the Epopt-in-training Leonora are standouts given their personalities and reactions to story shenanigans. I also immensely enjoy “spoony bard” Edward’s storyline and character development throughout The After Years, as he’s a capable leader to his people, and his narrative receives a nice touch with the tentative healing potential of the bond he forms with his secretary, Harley. Being a twin myself, I also liked the portrayal of Mysidian mages Palom and Porom’s shifting sibling dynamics as they attempt to be individuals but still care for one another. Edge shows some welcome character growth throughout The After Years, and Kain and Golbez’s storylines are high points, even if one can argue Kain’s story is a retreading of Cecil’s from the first game. It’s a shame that the other characters don’t have as many memorable moments comparatively.

Edge discussing mission tactics with the Eblan Four in Final Fantasy IV: The After Years (2013).
Edge and his group of ninja disciples who could’ve been interesting if they’d done anything remotely relevant in the plot.

Final Fantasy IV: The After Years was originally an episodic game, and its roots are still apparent in this 3D remake since you get to choose which story arc you first want to explore, which unlocks others. Each episode focuses on the adventures of a specific character until the whole party comes together for the final episode called “The Crystals.” This version keeps episode saves neatly separate for carryover purposes later on, which is especially helpful and an excellent quality-of-life feature compared to the PSP version’s archaic save system. Until the final one, each episode is roughly two to four hours long, with some significantly more memorable than others. For my life, I can’t remember much about Yang’s Tale compared to, say, Rydia’s. The Crystals is a considerably longer episode to close the game out on, though once you gain access to the Lunar Whale, it’s a lengthy dungeon crawl that tests your patience. This episodic format is an odd choice for a version of the game released in one go, especially given how different The Crystals feels compared to the other episodes. It’s as if you’re playing two different games.

From a combat stance, FFIV: The After Years features the active turn-based battle system that earlier FF games are known for. Instead of relying on Augments like the original Final Fantasy IV 3D remake, every character has set abilities and gains more skills as they level up. Certain party member combinations have special group moves called Bands that are especially powerful and gain strength as they level up. You even feel the moon’s presence in combat, as the moon’s phases will strengthen particular abilities and weaken others. Some powerful monsters only appear during specific stages of the moon, so caution is necessary when traversing through hostile terrain. Combat is solid enough without doing anything inherently wrong or differentiating itself either. As can be common in “old school-styled” games, level grinding, especially during The Crystals when cementing your final party, is essential for survival.

Rydia and Luca reunite with Calca and Brina in Final Fantasy IV: The After Years (2013).
Luca is arguably one of the characters better served by this game.

The 3D graphics in this remake probably aren’t going to wow anyone, though they’re expressive enough during certain story scenes. I love that the game uses the PSP version’s FMV opening, though! The game likely had a slim development budget, given the recycled graphical assets from the FFIV 3D remake. The final dungeon, in particular, was retooled for this version so that they could avoid making new dungeon areas and enemies whenever possible. Music-wise, the game uses a lot of tracks from FFIV to significant effect, which isn’t surprising considering the high caliber of music in that title. The few TAY-specific tracks, such as “Mysterious Girl Battle Theme,” are well done. Sadly, unlike the Final Fantasy IV remake, The After Years remake has no voice acting. Despite nicely handled localization and script work, there are a few noticeable typographical errors at the end of The Crystals.

While the game is straightforward enough to figure out, some examples of Guide Dang It! can be rather annoying, particularly if you want a particular character to survive the endgame or ensure you gain access to all of the Eidolons again. The game doesn’t do anything inherently annoying, but it is a middle-tier FF experience not necessarily vital to play as a sequel or otherwise, but it can be nostalgically entertaining in small doses if not taken seriously. I enjoyed the ending when all is said and done, but FFIV fans don’t have to play TAY. Final Fantasy IV: The After Years 3D remake is a good nostalgic throwback for fans of the DS remakes of FFIII and FFIV, but not necessarily one those fans should need or want to play.

  • Graphics: 79
  • Sound: 88
  • Gameplay: 82
  • Control: 81
  • Story: 80
82
Overall Score
(not an average)

About our grading scale

Review by · May 2, 2025 · 3:00 pm

Time travel can be tricky, especially when it involves you and those you care for. That’s the central dilemma of Eiyuden Chronicle: Hundred Heroes third DLC story expansion, The Chapter of Markus. When the fabled Skeleton King Markus and other party members are inexplicably thrown back three hundred years to Castle Harganthia amid a fierce calamity, what choices will they make? Could they potentially alter their present? Sadly, the answers to those questions might not be worth the price of admission.

Since The Chapter of Markus is allegedly the final story expansion for Eiyuden Chronicle: Hundred Heroes and because it features interesting characters like Markus and the indomitable Momo (easily one of the cast highlights and a mainstay in my party through the endgame), this DLC was admittedly one I had high hopes for. The fact that The Chapter of Seign was slightly more substantial than the preceding The Chapter of Marisa also made me hope that the third DLC would follow an upward trend. Unfortunately, this short expansion is the weakest of the trio, closing out the DLCs on a whimper rather than a resounding bang.

Diradhe confronts a human Markus in the past in Eiyuden Chronicle: Hundred Heroes Story Expansion: The Chapter of Markus.
Journey to the past!

To start The Chapter of Markus, you need to be pretty far into the base game, at a point after the Recapture of Eltisweiss event. You also must have recruited both Milana and Momo into your ranks. If you meet those requirements, one of the telltale DLC glowing urns will appear on the first floor of your headquarters close by the entrance. Interacting with it begins a story scene with main character Nowa finding teleportation “expert” Carrie, necromantic lover of the dark mystic arts Milana, the magical powerhouse of cuteness Momo, and the Skeleton King Markus cryptically discussing some kind of sensed magical disturbance that the hapless Nowa gets roped into coming along with the group to investigate.

Carrie’s teleportation lands the newly established party three hundred years earlier in what will become Castle Harganthia, just as a swarm of undead revenants lay siege to it. As the surviving soldiers under the banner of a very much human king, Markus, try to carry on the fight, Nowa quickly volunteers the party to help by venturing past a magic seal only they can inexplicably traverse through. It isn’t too long after that when the party, guided by a surprisingly insistent Markus, finds themselves drawn into other conflicts so that they can potentially preserve their present timeline.

I honestly wish that the DLC expanded on this story, because on paper, the premise is rather intriguing. Unfortunately, there’s a rushed sense to this DLC’s narrative. The expansion relies a lot on the “tell but don’t show” storytelling mechanic, which was a critique I also had with the base game. Soldiers lament the deaths of their loved ones, but because we arrive in the aftermath of the more significant conflict, the reveal doesn’t have any emotional impact. The DLC only mentions Markus’ initial friendship with Diradhe in passing, so Diradhe’s already well-established betrayal also doesn’t have as much oomph to it since we already saw that facet of his character in the present timeline.

The party battles it out with a fierce boss in Eiyuden Chronicle: Hundred Heroes Story Expansion: The Chapter of Markus.
Momo is a powerhouse magic user if ever there is one.

Perhaps the most endemic character representing the flaws in storytelling in The Chapter of Markus is Salie. The love of Markus’ life and even subsequent undeath, Salie is meant to be a tragic figure both in this past timeline and in the present one where we only see her briefly as a fierce boss fight. She didn’t get much personality or backstory in the present timeline and, sadly, while The Chapter of Markus could’ve opted to correct that, it inexplicably doesn’t. Salie has only a handful of lines, most of them simply lamenting how things turned out due to Diradhe’s betrayal of Markus. There’s no real story revealed about the great love between her and Markus or how that spurred Diradhe’s jealousy and subsequent betrayal. Instead, The Chapter of Markus simply tells you these things that were already well-established lore droppings in the base game. It’s a shame, as I think the potential for an altogether epic story exists but never quite solidifies.

Even some of the more substantial aspects of the story in The Chapter of Markus are hampered by the weakness of the storytelling. As mentioned previously, Momo is one of my favorite characters who steals almost every scene, which is also true here with an interesting character reveal. However, said reveal is something that the base game already flat-out tells you, so while I appreciate the further inclusion, it also seems wholly unnecessary in the plot’s grand scheme. Nowa, Milana, and Carrie just feel like extra tagalongs to the story with no real purpose for being there. At least with Nowa and Milana, they serve as additional party members since Carrie doesn’t even get to do that! The one memorable scene highlight for me is the reasoning behind how present-day Markus chooses to face his past. I think it highlights his surprisingly noble and self-sacrificing spirit, but again, it feels like it is also something we didn’t need the DLC to convey.

Nowa tries to come to terms with the concept of time travel in Eiyuden Chronicle: Hundred Heroes Story Expansion: The Chapter of Markus.
…I feel you, Nowa.

From a gameplay stance, The Chapter of Markus is easy to pick up if you’re familiar with how Eiyuden Chronicle: Hundred Heroes plays, which is a given due to how late in the game you must be even to access the expansion. I’d recommend upgrading Milana, Momo, and Markus’ gear and weapons before playing the DLC. That keeps you from returning to the base game after starting up the expansion, which you can do at any glowing urn throughout it.

You only have traditional turn-based battles to contend with. However, with three primarily squishy magic users in the group and Nowa being your only physical fighter, fights do take some strategizing to get through, especially if you’re trying to conserve your more powerful magic and restorative items for the final boss. However, you can quickly navigate through the DLC’s random encounters once you get into a rhythm.

Unlike the previous DLCs, The Chapter of Markus has no puzzles to solve. It’s a straightforward run from one point in the castle to the next, which helps explain why this expansion is easily the shortest of the three at around two hours — and that length includes trying to get every chest and explore each nook and cranny. It’s disappointing, as I imagine there could’ve been some interesting “magic” type of puzzles given all the mages in the party.  You also don’t get any tangible rewards or achievements for this DLC.

Graphically, the backgrounds and pixel sprite work remain pretty eye-catching. I love the character artwork for Eiyuden Chronicle: Hundred Heroes, which remains the same for this DLC. Enemy designs are also quite neat, though you’ll face variations of the same enemies repeatedly during the castle run. My least favorite graphical asset of the base game was the “revenant horde” graphic work, which unfortunately makes a noticeable comeback in this DLC, much to its visual detriment. The English voice acting is decent enough, with special mention of Diradhe, Markus, and Momo’s voice actors. The music fits the expansion and is appropriately emotional, like the theme “Castle Harganthia,” though the DLC simply reuses tracks from the base game. The script work is also nicely done, with no errors to mention.

When all is said and done, I can’t help but feel disappointed with The Chapter of Markus since it is what closes out the three DLC story expansions for Eiyuden Chronicle: Hundred Heroes. I wouldn’t say it’s exceedingly terrible, as at the end of the day, it’s more Eiyuden Chronicle, but it doesn’t live up to its inherent potential either. If you’re already getting the DLC by backing the title, I’d say it’s worth playing. But if you’re debating purchasing the DLC separately, I’d recommend waiting for a hefty discount. As it stands, I just can’t recommend paying the steep full price of around $9 USD for what you get here.

  • Graphics: 84
  • Sound: 75
  • Gameplay: 80
  • Control: 80
  • Story: 53
74
Overall Score
(not an average)

About our grading scale

Review by · May 1, 2025 · 9:00 am

I have a confession to make right off the bat: I’ve never really liked football. I realise that’s sacrilege, especially given that I grew up in the sport’s birthplace, at least where its modern incarnation was formed. Don’t get me wrong; I’ve tried my hand at it many a time. I’m not sure it’s even possible to grow up in England and not interact with football in some capacity at some point. It just never clicked for me. Still, I’ve always respected what it means to so many people across the world. Nowhere is that respect more clear than in JuliĂĄn Cordero and Sebastian Valbuena’s Despelote.

The year is 2001, and Ecuador is closer than it’s ever been to qualifying for the 2002 FIFA World Cup in Korea and Japan. The mood is electric, with the people of Ecuador’s spirits at an all-time high.

You play as an eight-year-old JuliĂĄn as he navigates his daily life in the capital city of Quito in the run-up to the World Cup qualifiers. He eats, sleeps, breathes, and consumes football in every part of his life, which you soon find to be true as it’s pretty much the only way of interacting with the world throughout Despelote. Sure, you can pick things up, but 99% of what you’ll be doing in this game is kicking anything and everything at foot level.

To be clear, Despelote places the narrative experience at the forefront, with the gameplay mainly serving as flavour to drive its central themes home. I don’t mean this to be dismissive in any way, but it’s important to go into Despelote with the right expectations. You could, for all intents and purposes, classify it as a walking simulator (or “kicking simulator,” more like), though that label has been widely stigmatized over the years.

Despite being about entirely different topics, Despelote reminded me a lot of the Brazilian film Cidade de Deus (City of God), one of my favorites. Not just because of its South American setting, but because it shows the life of one young character through a series of vignettes, all connected by a central theme (football in this case) and how it shapes their future.

Screenshot from Despelote, depicting the main character kicking a ball.
When ball is life.

JuliĂĄn Cordero is the main character of Despelote and narrates the experience, offering a very frank and sometimes blunt perspective on the events of his childhood, which Despelote depicts in a semi-autobiographical fashion. This method also spotlights the process of designing the game and the pursuit of conveying just how much football means to him personally, and what it meant to Ecuadorians in 2001.

What drew me to Despelote in the first place was twofold. First, it’s published by Panic, who published Firewatch, Untitled Goose Game, and the hilarious Thank Goodness You’re Here, along with creating the fantastic Playdate handheld gaming system. Secondly, and most crucially, is probably what’s drawing many of you to Despelote as you read this: its striking art style.

Despelote‘s visual style encompasses a fascinating, gorgeous combination of 3D environments, captured in stunning detail and rendered in a sepia-toned dot matrix look to invoke “a dreamy, impressionistic style” meant to represent feelings of nostalgia. Perhaps the most surprising thing about Despelote‘s look is that all the environments are rendered from 3D photographs of the real locations. You can tell, too, since, despite the haziness, each location is impressively detailed.

There’s even a moment where Cordero treats the player to a peek behind the curtain, showcasing what’s underneath the environments. It’s a treat to see, and I’m always fond of devs letting the players witness how the proverbial sausage gets made.

Kicking a bottle with another kid on a stony pathway.
You can kick objects like bottles around, not just footballs!

Nearly every character in the game is depicted as a flat, 2D sketch with only minor articulation and animation. This may initially seem jarring, but given that the game’s narrative is centered around nostalgia, taking place from a child’s perspective, it’s very fitting. Who and what gets prioritised when being depicted also drives home exactly what matters to a young JuliĂĄn — his family, his friends, and football.

As for criticisms of Despelote, the kicking controls can be very cumbersome and finicky, with no settings to affect them. When interacting with a ball or kickable object, your camera is locked in place, and the right stick becomes your foot control. You can still move the camera left and right, but your up and down do the kicking. There are times when you have to be quite precise with your kicks, and lining up your shot is easier said than done, especially when you’re wrangling the camera and making sure you don’t accidentally kick whatever’s in front of you, which happens much more often than not, unfortunately.

Despelote‘s length is also going to be a sticking point for a lot of people. While I’m fine with shorter games, price is often a crucial factor in that equation. If you get everything out of every scene in the game that you possibly can, Despelote will run you two hours in total at maximum. There is some replay value, namely in the interactables/kickables in the environment and the cute little soccer minigame that JuliĂĄn is playing at the start of Despelote, but otherwise, you should treat this as the narrative-focused experience that it is, more than anything else.

Screenshot from Despelote showing a man yelling at the protagonist from a balcony.
Not everyone approves of your football antics.

Despelote is wonderful, both as interactive art and as a window into a people and culture I was previously unfamiliar with. You certainly don’t have to be a fan of football, or sports at all, to get something out of Despelote. But if you are, no doubt it captures many of the same feelings and emotions you’ve felt as a football fan, in your youth and now.

One great detail about Despelote that’s no less understated is its voice acting. While it’s entirely in Spanish, you can tell that the conversations and, particularly, the performances from every character are convincing and realistic even if you don’t know the language. Cordero has previously stated that many of Despelote‘s performances are by the people in his life, including his parents, who, of course, play a key role in the story. I don’t speak Spanish, so I can’t say whether the performances are good overall, but it hardly matters, given that they’re real, which only adds to the experience.

Despelote‘s short length will put some people off and the finicky controls could use some fine-tuning and extra settings to adjust. But if you’re even a little intrigued by trailers, the demo, or indeed this review, you’ll find a truly charming and sincere little odyssey with a sweet story to tell and a unique, engaging way of telling it.

  • Graphics: 90
  • Sound: 84
  • Gameplay: 80
  • Control: 76
  • Story: 89
83
Overall Score
(not an average)

About our grading scale

Review by · April 30, 2025 · 12:32 pm

Come on down to your local saloon and let’s have a mighty fine talk about treasure hunting, failed revolutions, and nude photography. It’s been a long wait, but this March finally saw the release of Grundislav Games’ Rosewater, a Western-themed follow-up to 2018’s excellent steampunk detective game, Lamplight City. Was it worth the wait? Darn right it was!

Set in a previously-unseen part of Vespuccia (the alternate America featured in Lamplight City), Rosewater follows eager journalist Harley Leger as she arrives in the frontier town of Rosewater for an exciting work opportunity. What starts as a simple assignment to interview a traveling showman evolves into a lengthy quest to find a missing scientist’s fortune, filled with laughter, mystery, wonder, and tragedy. Thankfully, you won’t feel lost if you haven’t played the wonderful Lamplight City, as Rosewater is a standalone tale. Long-time fans, of course, will appreciate the nods to the original game, including a notable family link!

Harley isn’t alone, as she gathers up a memorable and diverse cast of companions, and befriends (or antagonizes) a wide range of eccentrics and scoundrels. Indeed, the characters are where this game really shines, and the crew quickly starts to feel like family; you even get a loyal pet! Chat with your new friends as you explore, ask them for help when you’re stuck (young Danny is a far better shot than I am), and strengthen friendships through your dialogue choices. No romance, unfortunately! Character relationships will affect how your journey progresses, including which sidequests you see and how certain story beats turn out. If you take to the characters as much as I did, you’ll definitely want to prepare some tissues or a punching bag for some later scenes!

Rosewater screenshot - The main cast relaxing inside a wagon.
Your home away from home.

Rosewater‘s gameplay follows a traditional point-and-click format, complete with an inventory, dialogue choices, and minigames that range from picking locks to digging up dinosaur bones. The mouse controls are smooth and responsive, with some additional quality-of-life features such as a hotspot toggle and regular autosaves on top of the genre’s traditional manual save function; heck, I had over 20 files going by the end! Meanwhile, though the game features some timing-based sections, you can generally rely on another character for help or try a different method.

While Rosewater‘s road-trip format is rather linear (perhaps to the disappointment of some players), you have plenty of choice in how the dialogue, character relations, and sidequests turn out. Some sidequests may not even appear in a single playthrough, whether by chance or due to your relationships, and even your diary entries reflect your choices; a nice little detail! Of course, your decisions impact some major plot points down the road, as well as the ending scenes. All in all, Rosewater is worth playing more than once! The game is lengthy, too; at slightly over nineteen hours for a single run, it ranks among the longest point-and-click games I’ve ever played. I never felt bored either. Except for one area, there is minimal required backtracking, and fast travel between screens makes things even easier.

Rosewater screenshot - The main cast sitting around a campfire at night.
Cozy nights by the campfire.

Rosewater features detailed, crisp locales ranging from old-fashioned saloons to forest sanctuaries, with one of my favorites being the cozy ambiance of an old sailor’s home during a sandstorm. The graphics are a little more modern than Lamplight City‘s pixelated backdrops but no less attractive, and I quite liked the detail put into minor background objects. On a negative note, a few of the town streets in the beginning areas feel a little flat, and some of the desert backdrops seem too similar, though these are minor quibbles compared with the overall size of the world and variety of locales. The characters and animals, meanwhile, are rendered with stylish rotoscoped animation, and feature in the occasional cinematic cutscene. While a bit choppy at times, it was certainly a nice surprise to see rotoscoping appear again!

Rosewater‘s background music is generally pleasant and fitting for the Western setting, with a wagon theme that will be playing in your head for days. Of particular note are the guitar pieces (and an emotional vocal track) performed by explosives expert Phil; even the other characters would agree that his music was a wonderful addition to the journey! Meanwhile, the voice acting impressed me overall (expect to hear a diverse range of accents), though I found Harley a little flat at times, particularly in the beginning.

Rosewater screenshot - Three characters confront a bear by a lake.
CAUTION: Do not pet.

I should note that the game still had some minor bugs during my playthrough, including a couple of scenes with audio glitches (Harley’s voice suddenly changing in volume), a forest scene that crashed upon trying to save, and the bonus artbook (gained after completion) being mysteriously bereft of any images. Thankfully, the autosave rescued me from losing any significant progress in the second portion, and patches are still being released, which will hopefully iron out any issues. [Editor’s Note: One such patch released only a day before publication that may solve some of these items.]

As I played through the first hour of Rosewater, I was expecting the game to continue with a narrow focus on the initial town and its inhabitants, perhaps featuring more interviews with the residents and jaunts to nearby locales. This turned out not to be the case at all, and as the game opened up, I was pleasantly surprised and maybe even a bit blown away by the epic scope. It was easy to put myself in the shoes of Miss Leger, as I, too, enjoy doing a bit of writing here and there. Road trips, not so much, but I’m always up for adventure in a handy point-and-click format, safe from the grasp of hungry coyotes, bothersome religious groups, and the long arm of the law. The game’s emotional depth surprised me as well, occasionally delving into heavy themes and shocking situations, yet the overall atmosphere is lighthearted, hopeful, and even a little bit inspiring, thanks to the solid writing!

With its long journey, wonderful characters, and a plethora of choices, Rosewater is truly an impressive achievement among point-and-click games. If you have the slightest interest in graphic adventures or the Western genre, this is an experience not to be missed!

  • Graphics: 84
  • Sound: 84
  • Gameplay: 92
  • Control: 90
  • Story: 92
90
Overall Score
(not an average)

About our grading scale

Review by · April 29, 2025 · 1:27 pm

Middas afternoon, 5th of Heartfire, in the year 433 of the Third Era. When the Fighter’s Guild put me on to solve Arvena Thelas’ “rat problem,” I thought I’d be cleaning a basement of rabid vermin, not saving her precious pet rats from an intruding mountain lion. Now I follow a local hunter, Pinarus Inventius, outside the city to hunt for the lions at their source. In a voice oddly familiar, as if shared by a hundred others, Pinarus tells me to be on the lookout for the lions. He doesn’t acknowledge the three full-grown mountain lions standing just a stone’s throw away, staring glassy-eyed past us into nothingness. I gasp. Calmly and with blade sheathed, Pinarus pivots and strolls ahead, nudging one lion aside until he’s between all three. Suddenly, the hunter tears his sword out and begins the fight with a savage cry to the lions: “This is the part where you fall down and BLEED TO DEATH!” All three lions come to life and pounce. Within a few furious moments we’ve slain the beasts—they roll endlessly at our feet like giant golden rotisserie chickens. Pinarus congratulates me with a huge, beaming grin. Yet, when I make to speak with him again, his face darkens and he growls at me like we haven’t just battled alongside each other, “I’m done talking to you!” Baffled and a little stung, yet nonetheless satisfied at a job done, I return to the city to continue my investigation into who’s been leaving meat outside Thelas’ basement door, drawing the lions there in the first place.

It’s been nearly two decades since the original release of The Elder Scrolls IV: Oblivion shook the world and popularized the trend of a huge, fully traversable open world where hundreds of side quests, like hunting for pet rat-eating mountain lions, arguably take precedence over the main story. When I think back to my eleven or twelve-year-old self playing it on a borrowed Xbox 360 and later a PS3, it’s the quirky jankiness of NPCs (like lion hunter Pinarus Inventius) I most fondly remember, with any and all bugs feeling absolutely permissible given the massive scale of the game’s country, Cyrodiil. When whispers of an Oblivion remaster began to circulate, I wondered if Bethesda would de-jank and sap the charm from one of my favorite Western RPGs of all time, giving us a primitive version of the many open-world RPGs that have followed it. With the shadow drop of The Elder Scrolls IV: Oblivion Remastered last week, I need no longer worry. Oblivion Remastered looks like a proper modern release, it runs more smoothly than ever (more smoothly than perhaps any Bethesda game at launch), and it retains the uniquely antiquated RPG mechanics and playful atmosphere that embedded the original in the hearts of so many fans.

An Argonian warrior stands on a hill overlooking the Imperial City.
“If you’re going to travel, by the Divines, stay on the roads. There’s been rumors, you see.”

First off, what changes does Oblivion Remastered bring? The Gamebryo engine on which the original Oblivion (plus Fallout 3 and Fallout: New Vegas) ran is still present for gameplay, meaning the game moves and feels just like old times. Layered on top, though, are the completely redone visuals in Unreal Engine 5. Cyrodiil’s hills, skies, and flora look beautiful, especially with the new lighting effects. Its inhabitants
 look texturally great, with new and more distinct race models (various humans, elves, the lizard-like Argonians, and the lion-like Khajiit) while keeping their uncannily emotive and sometimes frightening faces. Oblivion Remastered runs buttery smooth when indoors, and, uh, slightly chunky margarine-smooth in the open world. I only ever stopped play sessions with the 2006 original when it inevitably crashed on me, but Oblivion Remastered has only crashed twice in the many hours I’ve invested so far. Each area loads within seconds, so navigating houses and fast-traveling through fetch quests feels like less of a chore.

Player physics have also changed to make swinging melee weapons a tad meatier (but it still mostly feels like you’re slicing air with a pool noodle) and to change traversal speeds depending on slopes, meaning you feel less like a frictionless first-person camera gliding over hills. Oblivion Remastered‘s updated UI introduces more logical menu layouts, and other small quality-of-life features from later Bethesda games are present, such as player cursors showing when a chest is empty or not, step distance on compass objectives, and the ability to sprint. NPCs feature additional voice work, mostly to further differentiate the races from each other, giving us fewer vocally identical Nords and Orcs.

Most notably, Oblivion Remastered features an updated leveling system. You still pick 7 of the 21 skills to be your “major skills,” though leveling major or minor skills will now contribute to your overall player level. You still level said skills to a max of 100 by using them, encouraging you to try out blades, blunt weapons, bows, and the various magic types, as well as running, jumping, bartering, wearing various armours, and so on. When it’s time to rest and increase your player level, the game now lets you freely assign twelve points to any attribute (Strength, Wisdom, Persuasion, etc.), regardless of whether they’re linked to the skills you’ve been leveling. Whereas in the 2006 Oblivion it was possible to under-level essential skills and get locked in a world where enemies beef up to match your overall player level (leading to some unwinnable encounters among other problems), Oblivion Remastered makes it easier to course-correct an overly charismatic hero who is nevertheless unable to talk down a damage-sponge mudcrab from pinching him to death. Like I did as a kid, I constantly engaged with the game’s many playstyles, bunny-hopping around and casting self-buffing spells to raise skills to a point where I unlocked new abilities. Why start a new playthrough when I can eventually be a jack of all trades, master of all?

The Elder Scrolls IV Oblivion Remastered's level-up screen, with a boxing Argonian knight and a selection of stats to buff.
“Look at the muscles on you!”

Oblivion’s main story is serviceable fantasy-fare, though I’m willing to bet most players have never bothered to see the main questline’s ending. Your user-created character is a prisoner who catches the eye of Emperor Uriel Septim VII (voiced by the great Sir Patrick Stewart, though there is no new voice work) moments before his assassination at the hands of an unholy cult. It’s up to you to find the emperor’s hidden heir (a solid vocal performance by Sean Bean), preserve the Septim bloodline, and put a stop to the rise of daemonic gates from the hellish planes of Oblivion rising across Cyrodiil. This questline is a good excuse to visit all of Oblivion’s main cities, though once the tutorial finishes and the game drops you into its open world, you’re likely to progress through a smattering of side quests from chance encounters obtained from exploration and town gossip to the major guild chain quests. There is a freedom of when, what, and how you quest that was largely unprecedented in 2006, and the game’s immediate ability to fast-travel to any major town lets new and veteran players play how they want.

These side quests are the real standout, and often flip the fantasy-RPG tropes that the main story plays so readily into. Each of Cyrodiil’s towns looks and feels unique, and talking to the locals will embroil you in anything from investigating the supernatural disappearance of a painter in Cheydinhal, to helping a paranoid elf convinced he’s being watched by the people of Skingrad, to deducing the culprit who stole the portrait of Castle Chorrol’s late Count Valga from the Countess’ bed chamber. Oblivion has a great sense of humour and atmosphere, lighter and quirkier than The Elder Scrolls V: Skyrim (2011) and certainly less cynical than Bethesda’s Fallout entries, and this campiness shows most clearly in the side content—though calling 90% of the game “side” content feels unsuitable.

An armored warrior's perspective of a hut and a nearby river snaking through a grassy glade.
“Saw a mudcrab the other day. I steered clear of him!”

In addition, you have the guild and other association quest chains. There are chapters of the Mages Guild and the Fighters Guild (a sort of mercenary band) in most towns that’ll send you on a huge variety of quests. Talk of a legendary thief and his loyal guild purvey the huge Imperial City in Cyrodiil’s centre, home of the gladiatorial arena. And should you choose to murder an innocent, you can expect a visit in the night from the mysterious Dark Brotherhood. There are well over 200 quests in Oblivion, with plenty of creative hits (and a fair number of simplified duds). My advice is to fast-travel to cities and join the major guilds as soon as you can, then seek out rumours in each city those take you to. Exploring the vast wilds in Oblivion may once have been its main draw, and there are still valuable experiences to stumble upon, but the rewards you get for clearing random dungeons are mostly negligible, and odds are, that area you clear is related to a side quest you can find and start from elsewhere. Also worth noting is that all the DLC quests from Oblivion reappear, including the Knights of the Nine questline and the sizable Shivering Isles. However, the Horse Armour Pack, which so infamously ignited internet rage in 2006 but arguably led to the proliferation of paid DLC in gaming (for better or worse), is limited to the Deluxe Edition. Well-played.

Jeremy Soule’s original score is untouched. The music is warmer and more wistful than Skyrim’s epic themes, and shines in its daytime exploration themes. Hearing tracks like “Sunrise of Flutes” alongside the updated lighting is very moving, speaking as a big fan of the soundtrack. My only complaint is that we didn’t get more of it, or at least re-recordings.

Fighter's Guild member Sten the Ugly talks to the player about local news.
“I hear the Fighter’s Guild is recruiting. Not a bad way to make some money… if you’ve got the stones for it.”

Lastly, let’s address the jank. Though this is a polished launch by Bethesda’s standards, plenty of bugs still plague the game. The “Starlight” spell won’t illuminate you unless you switch to third-person. NPC dialogue will sometimes not trigger the voice, and the line will quickly skip before you can read it (this is especially egregious in dialogue linked with the Knights of the Nine quests). Overall, though, the original’s technical hiccups have been ironed out—except, that is, for the fun ones. NPCs still awkwardly trudge around having nonsensical conversations with each other. Killing enemies will sometimes cause their clothing to unequip and fly off, or an oddly placed punch may launch them into the stratosphere. There’s still only a handful of voice actors for the many, many NPCs, their lines are still laughably corny, and the devs purposefully kept in instances of actors flubbing and even double-taking line reads. I struggled with whether to praise or demerit Oblivion Remastered for this, but my heart tells me that this is key to the game I long ago fell in love with, warts and all. To de-jank Oblivion would be to steal its soul, and I’m glad Bethesda and assistant devs Virtuous so proudly kept the goofiness.

The Elder Scrolls IV: Oblivion Remastered does what every great remaster ought to: it recaptures the fun and silliness of the original, quietly removes some underlying flaws, and makes the whole experience look as beautiful as memories seen through rose-tinted glasses. “I’m done talking to you! Be seeing you.”

  • Graphics: 92
  • Sound: 88
  • Gameplay: 86
  • Control: 90
  • Story: 86
90
Overall Score
(not an average)

About our grading scale