Review by · April 17, 2024 · 4:00 pm

Fallout 3 was a landmark game. It emerged at a time when high fantasy primarily represented 3D open-world roleplaying games and shifted the genre’s possibilities. There had been some alternative settings at the time, but Bioshock euphoria dominated the cultural zeitgeist. In 2008, large, first-person game worlds with a distinct level of verisimilitude existed in the domains of a select few: Bethesda’s own Elder Scrolls series, smaller studio efforts like the Gothic series, or older offerings like Deus Ex. Even these compatriots failed to match the level of graphical fidelity and thematic intensity depicted in the Wasteland of Fallout 3.

It also helped that players had previously explored and fleshed out the Fallout world in the isometric CRPG genre through its predecessors. Fallout 3’s older siblings succeeded in creating a fascinating game world but were limited to PC users and a small genre niche. With the coming of the PS3/Xbox360, millions of potential new players were on hand to bathe in the Fallout glow and bring the franchise to the mainstream in the process.

Cleverly, the game starts small—you chart the main character’s life from their birth in an underground Vault on the east coast of the USA, many years on (as it is revealed) from a nuclear war that shattered the world. The Vault was designed to save the best and brightest of the population and developed its own social order over the many years of seclusion. After a kerfuffle involving the player’s father, we are soon on our way through the Vault and moving toward a destiny amongst the Capital Wasteland.

Most of us know the story beats and locations and are familiar with the journey to discover a father’s ideas and heritage. It would be wrong to call the narrative exceptional. Yet it is enough to have us following plot breadcrumbs from one place to another, drawing us toward the first humanitarian gatherings that form the world’s fabric. Megaton, Arefu, GNR Station: places that now resonate more with the memory of what we did with (and in them) than how they fitted into the main story. The characters, places, and missions that take place as a sideways step have always been the main draw and led to the most emergent storytelling. Who hasn’t accidentally shot up a traveling merchant during a Raider firefight, forever removing them from the world? Or seen a horde of giant ants savage civilian characters (and each other)? Or just plain wanted to deprive Megaton of its sheriff? In these moments, the game draws upon its older parents the most through the choices it offers our characters or that we offer them.

The main character's dad chastises him.
Dad doesn’t really practice what he preaches…

And, like the earlier installments, our character is our own. The SPECIAL system returns in an adjusted format, with skills and perks to further define what our avatar can do well. Whilst combat and firearm skills are simplistic (even a noob can point and shoot most any weapon in the game), the social and technical skills gate off certain options in the world, forcing players to consider whether a stealth approach is their means, rather than opening locks or hacking computers. It’s a solid system, and given that open-world RPGs of today still use a similar approach, it’s a design that has stood the test of time, with a few variations. In fact, the line of connectivity from Fallout 3 to Starfield (16 years!) is clear to see. It’s remarkable to feel that the design at Bethesda remained static and locked during that period.

The downside is that it becomes a zero-sum equation in 2024. Whilst this was unique in 2008, we are now so used to skill variants that we almost meta the approach without thinking. On the original release, it was cool to realize that a character could be rubbish at picking a lock but might locate a terminal nearby that opened a door to the same area or different goodies.

Now, when we get to an area without the proper skills, we automatically look for the Persuasion approach nearby, the terminal to hack, the stealth route to follow, or the rocket launcher to go postal with Either that, or we return later when we have the right perk or leveled up the right skill. After all, we likely know where all the Bobbleheads are, and the skillbooks, right? It’s still incredible to admire the range of approaches that can be taken at so many points in the game. Still, I found the familiarity of some areas so clear in my mind that I couldn’t help optimize the fun out of them, and this made me realize that, like anything new, it’s only new once.

The player readies his weapon in front of a desolate landscape.
Get used to seeing this sort of vista. A lot.

But it’s the journey and the new vistas that keep us interested. As we leave behind the initial haven of Megaton, and venture further into the Wasteland, the landscapes become more ambitious. The ruins of Washington appear, feeling oppressive and speaking of faded glory, before the path through them is capped by the wonder of Rivet City. Broken buildings and piles of rubble remind us that, graphically, the genre has moved on massively. Texture and lighting effects are quite basic, and the color palette is mercilessly drab. It’s the little things I noticed most too—look around any Fallout 3 interior all these years later, and you’ll quickly realise how little detail there was inside, bar a few tables, scattered stimpacks, busted coffee machines, or perhaps the ubiquitous ‘earnings clipboard.’

Having said all that, this is an area where the game’s modding scene continues to impress and deliver. Texture packages offer a large range of enhanced detail for modern PCs and make a lot of difference in the areas of the game that spring up a lot. Therefore, having sharper details in ruined cities or industrial buildings, and even on individual assets like walkways and office chairs, enriches the experience endlessly. There are even specific mods for increasing the level of immersion to modern levels, like having tents animate as if caught in a breeze or facial sculpture mods that adjust the awkward structures and tones of the vanilla game.

Mind you, the sound design still feels fresh and is filled with excellent environmental effects, as well as that underlying music score. I had forgotten how significant an impact selecting a radio feed makes on the immersion in the world. This design beautifully and awfully captures this sense of isolation when things get quiet far from a settlement. All in all, it still serves as an incredible balance between epic roleplay scores and a wistful longing for a long-disappeared Americana. Voice-over acting is similarly well balanced, with just the right number of grizzled, cynical performances offset by the truly zany, batshit characters. Although well acted, I still feel Fallout and Fallout 2 still have the edge in characterisation and theme—Fallout 3’s voices are just a little too similar in tone, and the writing just a little too straight.

There’s still jank in the quiet moments, too, despite countless patches and mods that address most of the issues. Clipping and level geometry still offer some hilarious moments, as well as some annoying ones. Missions occasionally don’t trigger or end. It’s still stable, though, and most things work how they’re supposed to unless you’re trying to push the game world and systems to their limits. And let’s be fair, a lot of us are doing that.

A Super Mutant closes in for the kill.
Don’t let Super Mutants get this close before initiating VATS.

In addition to the texture packs mentioned above, I settled on the unofficial patch for the game, as well as firearms and Hardcore mods. There are dozens more options, as long as you’re willing to tolerate finding the correct version and comfortable editing and adjusting game folders. Playing the game with the Hardcore mod presented it in a different light and made the choices and some of the meta-gaming mentioned above totally fresh. What do you mean I can’t carry dozens of rounds of ammunition around the Wasteland because it now has a weight value? Suddenly, choosing what firearm to keep and where to store the rest became critical. And as for sleep not healing my broken limbs, well, doctors are not common in the Capital, so I quickly became a character that shambled around at times on one leg and with one arm, praying that the raiders in the distance wouldn’t see me. It’s not for everyone, and the pace of the game slows down immensely when every encounter needs to be calculated carefully as to whether you’ll even survive or what resources you’ll use up to do so. Still, I’d recommend that those who have yet to sample such survival aspects have a go.

Bethesda produced a range of DLC packs supporting Fallout 3, most of which are worth adding for what they offer, especially as the whole bundle is often on sale for a few bucks. Broken Steel is a favourite, offering an increased level cap and a 10-hour narrative exploring the Enclave and the fight against them. It really helps to flesh out the world’s lore whilst adding some additional item goodies in the process. Point Lookout offers a similar level of extra narrative but focuses on the swampy mysteries of Maryland with a more ghoulish bent. It’s worth pointing out that many mods require the DLC (all or part) to work.

A giant robot stands ominously near a trio of satellites.
Broken Steel offers some cool, new technologies and a story that fits these well.

Overall, Fallout 3 still stands up all these years later as an engaging open-world RPG. It nails its sense of place and time, and even if its graphical limitations are more noticeable now, the excellent sound design still shines bright. Better still, the open narrative and plentiful places and people to discover still offer emergent storytelling that is at least on par with the best examples today. The systems for interacting with this narrative are still functional, too. However, this is where the aging combat systems and familiar quest design become most apparent and where I found myself battling most against the game. But with the right patches, mods, and a willingness to not fall into familiar choices, I recommend Fallout 3 to those of us who have already completed multiple playthroughs and those who have yet to even set foot in the Wasteland.

  • Graphics: 85
  • Sound: 90
  • Gameplay: 89
  • Control: 83
  • Story: 84
86
Overall Score
(not an average)

About our grading scale

Review by · April 16, 2024 · 12:00 pm

The Rhapsody trilogy recently had its 25th anniversary, yet for 24 of those years, we’ve only been able to play one of the three games. Thanks to Nippon Ichi Software’s recent push to remaster, re-release, and localize their back catalog of games, fans of the original wondrous musical adventure are finally able to play these entries in English. With the previous games being the most charming RPGs I’ve ever played, my expectations for the third entry in the series have been high.

While Rhapsody: A Musical Adventure and Rhapsody II: Ballad of the Little Princess were linear adventures with a small cast on a grand quest, Rhapsody III: Memories of Marl Kingdom follows a wildly different approach. The game is more episodic, taking place all over the general Rhapsody timeline, and feels more akin to a nonlinear game such as Live a Live. Throughout Rhapsody III, players control both past heroines and former enemies as they partake in small side adventures, learn the value of friendship and family, and discover the history of the Marl Kingdom as a whole.

Although the first half of Rhapsody III‘s story could be considered frivolous side content, the chapters are focused on worldbuilding, digging into the lore of the Marl Kingdom, and answering questions players may have had since the first game. The latter half of Rhapsody III focuses more on the Ancient Civilization and what brought it to ruin and gives players a chance to finally play as Cornet’s late mother. However, before digging into the real meat of the game, a handful of side stories act as the appetizer. These chapters follow the series’ protagonists Cornet and her daughter Kururu, as well as the villainous Marjoly and Arkujo families alongside their mischievous minions. Once again, the story is a mixture of light-hearted whimsy with a sprinkling of darker and more serious subjects.

Rhapsody series protagonist Cornet speaking to her friend Etoile.
Once more, character portraits serve as perfect reaction images.

Rhapsody III‘s general gameplay loop is largely in line with the original games, yet its structure is more bite sized and focused on vignettes. Rather than freely wander the world, the game is split up into smaller sections that focus on a handful of areas. Each chapter follows different characters, though the monsters recruited in one chapter can be summoned for use in others with the only caveat being a minimum level requirement. While it’s great to be able to continually strengthen a favorite set of monsters, it can be daunting to reach a new chapter and be unable to summon those monsters due to them being dozens of levels ahead of the player. This unfortunately encourages grinding to get new allies or reach the levels needed to summon the aforementioned monsters.

The battle system in Rhapsody III is an evolution of Rhapsody II‘s with a touch of Rhapsody sprinkled back in. In Rhapsody, battles took place on a tactical grid with Cornet and her puppet allies. You could move each puppet and give commands such as attacking or using spells. In Rhapsody II‘s revamped battle system, puppets were no longer party members but instead acted more like spells or gear to be equipped. Rhapsody III combines these elements by introducing four Leader slots, each with three Partner slots. This brings the total party size to a dizzying 16 characters in battle. However, only Leaders need to be given commands, and their Partners will act on their own unless manually given commands via the menu.

Combatants are divided into categories such as Human, Puppeteer, Puppet, or Monster. As expected, only Puppeteers can give commands to Puppets, yet some Puppets may also act as Puppeteers. Humans and Monsters can issue commands to all but Puppets. With such a huge party on the field, battles can take a bit longer than expected due to each character needing to fire off a spell or an attack. Add in the higher-tiered spells with longer animations and a round of battle can make the fight drag. On multiple occasions, I found myself setting the Steam Deck down and letting the party auto battle until I ran out of SP.

Rhapsody III screenshot of characters exploring a dungeon.
The 3D dungeons are a godsend compared to the original Rhapsody’s copy-pasted dungeons.

Much like the previous games, monsters have a chance to join the party after battle. Each monster comes with an elemental type, and stacking elements can influence what spells a leader can use. Additionally, players can have specific configurations of monsters that unlock special skills, such as Kururu and three Elinger mushrooms unlocking a super attack once they reach a certain level. Capturing enemies and setting up teams adds a touch of monster collecting that could lead to nearly infinite theory-crafting and team-building strategies, yet team composition only becomes a concern with a handful of boss fights. There are a lot of systems at play in Rhapsody III‘s combat that feel unnecessary until a boss comes along.

Visually, Rhapsody III remains a gorgeous game. Much like its predecessors, the game has aged ever so gracefully. Character sprites are rife with personality and style while maintaining the perfect amount of detail. The shift from 2D fields to 3D is flawless thanks to the game’s colorful art style. As Rhapsody III was originally a PS2 game, the visuals are a touch more modern and serve as a perfect example of how to remaster a game with character sprites on a 3D background.

Like the rest of the Rhapsody games, the OST is a genuine treat. Once more, Tenpei Sato’s team created an incredibly fun and bouncy soundtrack that radiates a sense of whimsy and joy. Of course, as Rhapsody III is still a musical, the array of vocal tracks and meticulously crafted song and dance sequences are ever impressive. It’s incredibly easy for songs to become earworms, yet a few small issues remain. While the musical numbers are voiced in Japanese with English subtitles, there are still a handful of pre-song lines that remain untranslated. Additionally, due to the frequency of battles, players are forced to hear the first minute of an ambient track over and over as the player jumps in and out of combat.

Rhapsody III screenshot of the party in battle
The screen quickly becomes crowded with character sprites once getting a full party of sixteen.

Despite being the most modern entry in the Rhapsody series and resolving many of the headaches from its predecessors, Rhapsody III introduces a few new frustrations of its own. While combat in Rhapsody was a complete afterthought but vastly improved in Rhapsody II, the third game’s combat is little more than serviceable. Rhapsody II featured an interesting mechanic that issued a direct monetary value to spells via the game’s Inotium currency. This created a unique balance that made players think twice about burning their big spells if they were close to a new gear purchase or needed to stock up on healing items. It forced the player to get a bit more creative, and as Inotium was rewarded after every battle, there was a sense of resource replenishment after every fight. Naturally, the costs became negligible by the end of the game.

Rather than iterate or fine tune the Inotium-based resource system, Rhapsody III does away with it completely and introduces the ever-familiar SP mechanic. This system only applies to the leaders in battle, meaning that monsters, puppets, and supporting characters have infinite SP essentially. Most battles—outside of boss fights—boil down to mashing the attack command and letting the AI spam whatever magic spell they want. Despite all these systems at play, battles are still a touch too easy and make element levels, positioning, and party composition feel unnecessary. However, bosses provide a challenge with powerful AoE attacks that may wipe out Partners. I found myself having to adjust my strategy on the fly and scramble to slap on status effects and heals.

A screenshot of Rhapsody: Marl Kingdom Chronicles.
Fans of the previous game can hear this image.

One minor headache is that Rhapsody III is simply a product of its time. Without any maps (including minimaps), navigation can be a bit of a pain—especially when roaming around a cave with similar-looking layouts. Pair this with a frequent encounter rate, and you have a recipe for entering pushover battles every minute or so. With sixteen characters in battle and the ability to summon older monsters from other chapters, enemies get steamrolled and begin to feel more and more like a waste of time when simply trying to travel from point A to point B.

Ultimately, Rhapsody III feels simultaneously like a prequel and a spinoff. It attempts to answer questions about the world while also trying to tie up loose ends, but it mixes in a bit too much filler. Additionally, the new battle system also introduces a layer of complexity that sounds good in theory yet adds little to the experience. Rhapsody III is still a step forward in most cases. With a new engine, the 3D environments are leaps and bounds above the previous two games, and while the dungeons can still be a bit confusing, they’re far more engaging and full of life. Even when the story is covering relatively pointless fluff such as the Nyanko storyline, it’s still as charming and whimsical as ever.

Rhapsody III is a fun and breezy musical RPG that is both cute, simplistic, and amusing. While it’s not the best of the trilogy, it serves as a solid capstone to the Marl Kingdom trilogy. It gives a peek at the often unnecessary and over-the-top mechanical insanity that Nippon Ichi Software later became synonymous with. I can only hope the recent remasters are a teaser for a new entry in the Rhapsody series.

  • Graphics: 85
  • Sound: 85
  • Gameplay: 75
  • Control: 70
  • Story: 70
72
Overall Score
(not an average)

About our grading scale

Review by · April 15, 2024 · 3:00 pm

War. War never changed. Fallout 2 never got an expansion pack. 

A lot has changed since Fallout 2‘s 1998 release, even in the world of the Fallout series. It is a product of its time in that, along with Diablo, Fallout and its sequel set the tone in a new way for modern CRPGs, feeding into the series cousin and successor, the legendary Baldur’s Gate. Instead of drawing on Western fantasy, as most of the RPGs before it, Fallout 2 continues the degenerative path blazed by its predecessor in a mix of sci-fi and futuristic fantasy now known as postapocalyptic. It’s weird to think about Fallout 2 being limited because of technological restrictions at the time of its release. On the contrary, the Fallout games pushed what was even possible back then. What Fallout 2 lacks in technical prowess, it makes up for in allowing its players freedom, with so many branching paths that it’d take a long time to see everything worth seeing. 

Characters appear inside a nuclear reactor in Fallout 2.
Fallout 2 received a nuclear reception back in the day.

Much like Mad Max, the movie series from which Fallout 2 primarily takes its inspiration, you’re an inhabitant of a wasteland that purportedly used to be the United States, except in this case, it’s hundreds of years after civilization has fallen. In fact, it’s an expansion of so many things from George Miller’s original trilogy—from the style, with the one-armed leather jackets, spiky shoulder pieces, generally violent nature, and general dustiness, to the ideas of settlements in conflict over resources. Similarly to Fallout, you’re a member of a tribe nearing total disaster, and the elder tasks you with finding a Garden of Eden Creation Kit (GECK), which, by the sound of it, would bring restoration in some way. In a callback to the first game, the original Vault Dweller’s jumpsuit with “13” on the back is hanging in a shrine, a relic from the events of the first game 80 years prior. Since it’s your turn to save your people, you put it on and head out into the wasteland. 

Fallout 2, naturally, builds on everything its predecessor set up, with more densely populated locations and deeper stories, both in the main quest and in the diversions along the way. It stretches much of what the first game brought to ridiculously creative degrees, including some of the most colorful companions in the entire series. The early stages of wandering to different locations and getting involved in everything from joining the mafia to being sheriff for a day to being the giver of life or death to so many people are enjoyable for how many possible directions you could choose in any situation. You can be creative when finding solutions to your problems. But even the first portion of the game is only a warmup for the stellar 5- to 10-hour final push to the quest that completes it. It’s always astounding to see how a game from that time weaves together the connections between so many moving parts in its world. Some random encounters are fun and exciting because they’re so varied and dynamic, and you can join in your own adventures with many of the groups you encounter on the road, from slavers to cattle drivers. 

Especially from a modern perspective, Fallout 2 carries over the same frustrations as the first game. Much of its notorious difficulty stems from the random encounters you experience on the road. The traveling segments are mechanically similar in their oppressive nature to Oregon Trail‘s, except with deathclaws, which are somehow deadlier than dysentery. While the many deaths you experience from the horrible things you find on the road accentuate the wasteland’s inherent danger, it’s also purely frustrating. You rely on luck to eventually discover the breakthrough you need—whether it’s a piece of armor or a weapon—to make real headway. You have to go into it with the mindset that you’re going to die a lot, and there’s nothing you can do about it, which can be discouraging. The fact that you face this kind of trouble at the beginning is tough enough, but that you can experience it every time you try to make your way to a new part of the map gets old. Being successful in Fallout 2 almost necessitates having a self-deprecating sense of humor or at least an indomitable will to push onward in the face of great adversity.

A character burns another with a flamethrower in Fallout 2.
“I don’t want to set the world on fire. I just want to start a flame in your heart.”

Some aspects of the hex-based tactical combat were innovative for its time, namely the VATS system, which allows for targeting enemies’ individual limbs or head. Overall, however, I never found combat to require all that much strategy. Whether you win or lose is mainly determined by your level and equipment, and it’s also down to luck whether you can run away if the odds aren’t on your side. Of course, it’s fun when you can use whatever shiny new gun you just acquired to tear apart enemies who used to do the same to you, which makes your character’s growth satisfying.

It’s also exciting to get a taste of what else is out there and get hit with a sense of wonder at discovering something new (and deadlier than you’d ever expected) or to see a group of raiders fighting a bunch of radscorpions (then picking up the spoils yourself later). It’s also weirdly heartening to know that any horrifying death contraption you see human enemies using, you will someday have access to yourself. That’s why this system works at times, despite itself. It’s nice that what you need to get through the game is supplied to you in the locations you visit, but it’s even more frustrating that you must suffer through the wasteland portions to get to that point. 

Fallout 2 is unique from the Bethesda games in its scope, taking place across a large swath of the Western U.S. It’s a massive area compared to the later games (at least the base game), which stick to a single city and its outlying areas. Your date tracker shows that traveling takes several days, and your overall quest takes years to complete. I relocated to Nevada a couple years ago, and I enjoyed seeing that Reno’s “Biggest Little City in the World” sign is spared from the nuclear destruction and lives on in New Reno. And I wouldn’t ever want to cross that desert on foot.

A character stands beneath a giant sign in Fallout 2.
The sign made it into the game!

Fallout 2 also feels dated in aspects beyond the graphics and design philosophy. It’s great that it doesn’t take itself too seriously and handles everything it touches with a smirk. But it gives into that late ’90s demand for shock value for those who thought Jerry Springer and Pulp Fiction were so smart for exploiting taboo topics, with all the smugness of that smiling Vault Boy mascot. For instance, there are sex workers in most towns whom you can hire for their services, but the game doesn’t delve into that subject any deeper than surface level. A few pop culture references that may have been fun at the time but feel quite dusty today also date the game. Finding references to Monty Python and the Holy Grail in a two-decade-old game, while inoffensive, might be a sign to current creators that those kinds of references might not hit the same way in the future as they do now. 

That said, some of the political commentary in Fallout 2 hits its target and is timeless, smartly handling large-scale conflicts, both cold and hot. It’s telling that groups of people seen as less human or nonhuman, the outcasts and outliers, tend to handle their societies in less destructive ways than the squabbling humans who consistently believe they have all the right answers. For Fallout fans, Fallout 2 reveals some aspects of the world that color the rest of the series. You won’t miss out on anything vital by not playing this game, but it does illuminate some interesting facets of this futuristic world. That makes Fallout 2 worth checking out for hardcore players who have only played Fallout 3 onward. 

Even for the obvious visual limitations of the time, much effort still went into the game’s appearance. Characters and items have a rounded look that tricks the eye into thinking there’s more depth to the two-dimensional sprites than there actually is. The environments are fine, and there are some distinctive areas and structures, but much of the textures are copied and pasted, so many areas look the same. The audio is excellent. Voice acting is only available for a handful of important characters, but it’s impressive for the time. Even the video cutscenes still look great for what they are. The music is atmospheric and mostly unintrusive. The sound team knew to save their best for when they needed to hit you, using a simple yet ominous rising tone that brings goosebumps. Sadly, Fallout 2 is missing the series’s trademark song, “I Don’t Want to Set the World on Fire” by the Ink Spots. Instead, it includes “A Kiss to Build a Dream On” by Louis Armstrong, which keeps the setting grounded in its Golden Era aesthetic. 

A character appears in a viewer screen in 
Fallout 2.
There aren’t a ton of video cutscenes, but what there is still looks impressive for the time.

Despite some elements that don’t hold up decades later, Fallout 2 still holds a lot of fun for those willing to push through its frustrations. Fans of later Fallout games, especially those curious about what came before, owe it to themselves to give into that curiosity because Fallout 2 will handsomely reward them—if not in bottle caps, then in some lore that takes the series even higher. It’s remarkable what the Black Isle crew pulled off so long ago in creating a system that allows so much freedom in character creation and decision-making before those elements became standard in CRPGs. Even if they didn’t want to set the world on fire, they still did.

  • Graphics: 78
  • Sound: 85
  • Gameplay: 80
  • Control: 75
  • Story: 90
87
Overall Score
(not an average)

About our grading scale

Review by · April 13, 2024 · 12:00 pm

When I first heard about it, I wasn’t sure what to make of the free-to-play mobile game Love and Deepspace. On paper, I find many of its separate components appealing. It’s a sci-fi otome with a mix of FMV dialogue cutscenes, a visual novel-style presentation, a surprisingly robust action RPG combat system, and some entertaining minigames. But do the gacha elements ultimately do the title in? Having spent significant time with Love and Deepspace, I’m pleasantly surprised at how entertaining I found the experience; however, that experience isn’t without caveats.

Love and Deepspace takes place far in humanity’s future when traveling into the title’s proverbial “deepspace” is quite feasible. Our protagonist, a fully customizable female character who I called Pip, lives in the technologically advanced Linkon City. Life in Linkon City seems pleasant, save for the ever-present threat of monsters known as Wanderers that suddenly appear without warning. Pip possesses a particular type of power known as Evol and carries with her a lingering injury from a traumatic encounter with a Wanderer. Pip joins a defense force known as the Hunters who are tasked with monitoring Wanderer activity and protecting the everyday citizenry from potential hazardous encounters. Pip’s new routine becomes participating in the Hunters’ search and destroy missions and visiting her adoptive grandmother and older brother figure Caleb. Still, things tragically change when she realizes that more nefarious things are occurring in Linkon City than random monster attacks. Can Pip solve the complicated mysteries and conspiracies she suddenly faces?

Love and Deepspace’s most vital selling points are its plot and central characters. The sci-fi writing is well done and believable, making Linkon City stand out from many free-to-play mobile games. I became invested in the storyline every time I moved it forward and was genuinely surprised when the plot went in some unexpected directions. There’s a lot of depth and lore inherent in the sci-fi storyline, and even side missions tend to have more plot focus than, say, the somewhat laughable “defend the villages” missions in Street Fighter: Duel. I don’t want to dive too much into the plot given some of the twists really do hit hard emotionally, but I became more invested in the story than I sometimes do with other otome titles, which is impressive given how often the game just blocks you from narrative progression until you reach a certain level requirement. Its surprise twist moments leave quite the impact.

Pip is quite likable and relatable. It’s easy enough to put yourself in her shoes thanks to the varied customizable options and the use of first-person perspective in story scenes. Yet, she maintains a consistent and rather endearing personality. She’s integral to the plot and feels like a genuine character in her own right rather than a mere blank slate self-insert for players. Her small family, especially the teasing and protective Caleb, have their moments to shine, as does her bubbly co-worker friend Tara. I’m surprised by just how much personality even minor unnamed characters show in Love and Deepspace, such as a sarcastic and long-suffering nurse having to put up with the antics of an eccentric wealthy patient. Thanks to the citizens of Linkon City, the game’s setting feels more real than what I’ve experienced in many other free-to-play mobile games.

A battle team menu screen of the main character and Xavier showcasing equipped Memories from Love and Deepspace.
Time to do some hunting!

Of course, this couldn’t be categorized as an otome if the game didn’t have potential love interests! With three available bachelors, Love and Deepspace features a relatively small number compared to other casts in the genre, but they’re proof of the saying “quality over quantity.” You first meet accomplished fellow Hunter Xavier during your first mission, with the aloof and seemingly indifferent young man becoming something of a partner in the field. Then there’s Doctor Zayne, a childhood friend with a somewhat icy disposition that hides his hidden warmth as he awkwardly expresses himself. Last is the artistic genius Rafayel, who has a very chaotic and unique way of viewing the world. I was most drawn to Xavier’s earnest demeanor and determined manner while playing. I especially loved how his relationship with Pip develops from a working partnership to friendship to gradually something more in the later scenes. However, Zayne’s obvious teasing affection and Rafayel’s mysterious charm and demand for attention also provide fantastic narrative moments. You learn more about all three characters as your affection levels with them grow, regardless of who you choose to spend the most time with. I’m rather glad about that because all three love interests are pretty likable and provide compelling backstories to the narrative. In my current playthrough, Rafayel hasn’t had much prominence in the main storyline compared to Zayne and Xavier, which is a shame since he’s also quite likable. If it weren’t for seeing his side-story content, I wouldn’t have much of a sense of his character.

While it makes the most narrative sense for Pip and Xavier to fight monsters while out on missions, you can sometimes team up with Rafayel and Zayne. During battle, you use a stylus to attack, activate abilities, and move around the battlefield while the AI controls your partner. Combat is surprisingly action-oriented and reminds me of a God Eater-lite system. Movement is frantic, and the action occurs in real time. Overall, the stylus-centered control scheme is relatively intuitive and easy to pick up. You can even invest in optional training to get more comfortable with combat! The fighting is relatively easy to grasp, with a lot of attack variety as you string together combos using regular weapon attacks or Evol abilities. It’s easy to pay attention to what the enemy is up to, thanks to red grids that appear on the battlefield floors.

The main character and Rafayel square off against a Wanderer in Love and Deepspace.
When in combat, it’s usually best not to stand in any giant red circles that show up on the battlefield!

The AI for the assist character is decent, and you can even have them unleash a special attack by quickly pressing their portrait once a meter fills. The ultimate goal in combat is to whittle down an opponent’s health until you do enough damage to shield break them, and then you go to town on them with added attack damage for a time. You also have a meter that gradually fills up, allowing you to perform a unique combat move with your partner for extra damage. There are also different weapons and fighting styles to choose from for both you and your partners. I preferred the dual guns myself, which is an action RPG oddity for me, but I like how they handle and that I can stay at farther distances from enemies.

Beyond choosing weapon styles, the “equipment” in-game consists of Memories, collectible cards featuring an image of one of the partner characters. When you select your partner character for a battle, you equip character-specific memories of said partner to your two-person battle party. Memories bolster stats such as health and attack power or defense, and they can be leveled up and strengthened to increase those bonuses further.

Zayne is one of the three love interests in Love and Deepspace.
Zayne is the type of doctor to tell it exactly like it is.

Thus comes the gacha elements, as leveling up Memories requires special items gained in limited quantities by playing the game or purchasing with real money. You can raise a Memory’s level to a certain point, but then you must have several corresponding elemental crystal shards to unlock its ascension levels. This repetitive cycle can take a long time if you’re unwilling to spend money on the game, though it’s still plausible, as I did for this review. Earning extras of a Memory allows you to increase its rank, increasing the number of bonuses you get from equipping it. You can even bolster a Memory by equipping “accessories” known as Protocores, which you gain through optional battles. The game’s equipment and leveling systems are robust. Each Memory has an elemental type that can match a battlefield’s type for extra protection. These elements create surprising strategies for which Memories you might pick.

There’s also a wealth of side content aside from the main story. Optional battles supply you with much-needed items, especially if you plan to play the game for free, as I do. There’s the obligatory gacha Wheel of Destiny to gain more Memories, and there’s the option to activate a timed search-and-find minigame if you have the items needed to initiate it. You can also see extra story content, share text messages with characters, receive calls, browse bulletins, decorate your in-game desk, and go on a virtual photo booth outing. There are also minigames such as a surprisingly fun kitty card game (where you match numbered cat cards to specific colors on a board for point-collecting purposes) and a claw machine that is pretty much a digital version of what you’d find in an arcade! I was pleasantly surprised by just how much stuff there is to do in Love and Deepspace, even when I was stuck waiting to level up enough to advance the main story.

That leads me to what is arguably Love and Deepspace’s biggest weakness: the gacha mechanics—if you’re attempting to play the game for free. Be prepared to wait a long time while advancing the main story because the game blocks you from progressing until you reach high enough levels. It isn’t as bad in the beginning stages. Still, the further along in the narrative you get, the more the level requirement increases, which also increases the number of memories you have to level up for fights. I sometimes found myself waiting days, if not weeks, before advancing since I might level up one character’s set of Memories only for the game to decide the next couple of fights require someone else’s. Being constantly stopped is frustrating, especially since the plot is well-written and enjoyable. Aside from your real-world money, there are also a ton of in-game currencies to keep track of, which can get confusing when shopping.

The main character and Xavier pose for photos in one of the many mini-games found throughout Love and Deepspace.
Sometimes, you just want to visit virtual photo booths in between missions.

Graphically, Love and Deepspace is a gorgeous game. I love the simplicity of its visual novel presentation and its gorgeous FMV scenes, even when running in the lowest graphics performance mode. The backgrounds and character designs bring to life its futuristic and fantastical settings. The battle mode graphics are equally impressive! The game utilizes a horizontal orientation in combat areas, while it utilizes a vertical orientation in most other parts. Sound-wise, the English voice acting is decent, and the soundtrack makes for pleasant listening. I especially love the ethereal central vocal theme performed by the incredible Sarah Brightman. The script work is top notch, which is impressive considering how much text there is and how it is constantly updated.

Love and Deepspace is a surprisingly solid and enjoyable mobile game if you like action RPGs and have a soft spot for sci-fi and otome titles. I wish there were a way to have a full-length single-player experience without the interrupting gacha elements, but that’s the unfortunate nature of free-to-play titles. Despite that, I feel Love and Deepspace is an experience well worth trying if it seems intriguing to you regardless of those weak points. This is not something I can say for similar games I’ve played of this ilk before, save perhaps Another Eden: The Cat Beyond Time and Space and Genshin Impact. That’s a testament that what works well in Love and Deepspace ultimately surpasses what doesn’t.

  • Graphics: 90
  • Sound: 82
  • Gameplay: 75
  • Control: 75
  • Story: 85
81
Overall Score
(not an average)

About our grading scale

Review by · April 12, 2024 · 12:00 pm

CRPGs were going through a difficult time in 1997. 

Once the darling of PC video game enthusiasts, computer roleplaying games were approaching the status of a dead genre by the mid-90s. The popularity of the Ultima series had fizzled out, and stunning JRPGs like Final Fantasy VII on consoles and first-person blockbusters like Quake on PC were reigning supreme. But thankfully, that state of affairs perfectly set the stage for an unexpected comeback story. 1997’s Fallout was a game that no one saw coming, not even its publisher. Its modest sales success spurred new interest in the genre, leading to a golden age of isometric CPRGs between 1997 and the beginning of the 21st century.

One hundred years after a worldwide nuclear war, you’re a resident of Vault 13, an underground fallout shelter that protected your descendants from the atomic destruction above. But now, its water purification chip has failed after a century of constant wear and tear, leaving only 150 days of drinkable water. Your task is to leave the Vault for the first time in your life to find a replacement for the water chip. On your journey, you will discover the ragtag, savage civilization that has sprung from the ashes of destruction, struggling to survive in a post-apocalyptic wasteland. And in your quest to save your Vault, your choices will impact every corner of this new world, determining who will live, thrive, struggle, and perish.

Fallout was the forerunner in a popular resurgence of CRPGs of the late 90s published by Black Isle Studios, including Bioware’s Baldur’s Gate and Baldur’s Gate 2 and Black Isle’s own Planescape: Torment and Icewind Dale. It takes an extraordinary game to repopularize a thought-dead genre, and Fallout certainly fits the bill. If you’ve only ever played the Bethedsa-era entries starting with Fallout 3, you’re going to be in for an adjustment when you step into the California wasteland. While you will find some comforting aspects from the series, such as Vault Suits, the Brotherhood of Steel, and Power Armor, other parts, such as the extended Vault-Tec lore, 50s aesthetic, and iconic sense of humor, are yet in their infancy.

Fallout opens with character creation, leaving fans of future titles feeling reassured that they are playing a Fallout game. First, you select your stats in the SPECIAL system, also picking three skills and two traits that determine the shape of your playthrough. You also get offers of potential perks every few levels to further customize your character and playstyle. If you want to play a happy-go-lucky charmer who talks their way through every confrontation, put your points in Luck and Speech skills. If you want a super-strong bruiser with the IQ of a mole rat, put your points into Strength, the Big Guns skills, and leave your Intelligence as a dump stat. There are so many different ways to play Fallout, and all of them are right! 

Rather than the first-person shooter RPG that it evolved into with Bethesda, Fallout offers an isometric POV that became the standard for most CRPGs of its day. Even though character sprites were highly detailed, the graphics aren’t what anyone would call eye-catching, even by the standards of the mid-90s. Compared to the N64, PSX, or other contemporary PC games, Fallout looked retro at best and dated at worst. Despite this, I found the graphics charming, with imaginative character and monster designs. Environments are a little flat (literally, as the vast majority of buildings are a single level), which, unfortunately, limited the environmental storytelling the series would become known for. But really, if you’re judging the game based on how it looks, you’re missing the point. The graphics here are the kind of thing that you need to accept and move on.

Lost Hills, the first home of the Brotherhood of Steel in Fallout.
The Brotherhood welcomes you, Initiate!

The most important piece of advice I could give to potential Fallout players is to read the brilliantly imaginative manual cover to cover. This Vault Dweller’s Survival Guide will not only clue you into the lore and backstory of post-apocalyptic America but also teach you how to actually play the game because, unlike today’s RPGs, you aren’t going to find anything close to a tutorial. Much like your Vault-Dweller, the game dumps you into an unfriendly world with a gun and says, “Figure it out.” At first, the interface can be cluttered, confusing, and decidedly not user-friendly. I found that learning to navigate the menus effectively was my biggest challenge. Inventory management can be especially infuriating, clunky, and unintuitive. That said, it isn’t like Bethesda entries improved much on this, as Pipboy inventory management is still pretty terrible, even today.

Combat in Fallout is a relatively basic turn-based affair. Every round, you have a limited number of points to spend on attacks, movements, and actions. Firing your gun can take anywhere from four to six points. Aiming at specific body parts (a mechanic that will become known as the VATS system in future games) takes even more points. If you want to maneuver your character around the map, each step will be a single point (and believe me, movement will be important if you want to avoid friendly fire from your companions, as many old Fallout memes celebrate). After your turn, your enemies and companions take their actions while you stand observing the unfolding situation. Repeat until all enemies are dead or you are. 

Of course, you aren’t limited to firing your gun every turn. You can use stimpaks to heal yourself, toss off a grenade, or take some drugs to buff your stats (be careful not to become addicted). This system lacks some of the more interesting combat options of other CRPGs, like magic or character-specific abilities, but the limited selection of combat actions works very well in context. As Fallout is a classic CRPG, your success on and off the battlefield depends on RNG and rolls. The higher your stats in a specific area, the better the odds that you succeed in your actions.

This system lends itself to a remarkable amount of flexibility regarding choices you grapple with in the Wasteland. Your actions and decisions have real consequences on the world. Take too long to find a water chip, and you find everyone in your Vault dead. Don’t stop the Super Mutants soon enough, and they start invading and eliminating settlements like the Ghoul-inhabited Necropolis. Just accept that your first run won’t be perfect and you will miss a ton of content. Seeing everything that the game has to offer is what repeated playthroughs are for! There also isn’t a fully formed karma system here yet, but there are faction reputations and choices that you could categorize anywhere between goodhearted and insanely evil that will shape how the denizens of the Wasteland react to you. 

Though future entries are known for their expansive soundtracks featuring vintage music, Fallout only features a single period-specific song: Maybe by the Ink Spots. Turns out that this iconic tune was all that was necessary to set the mood for the entire game, and arguably, the entire series. The background music tends to be unobtrusive, offering more of an appropriate ambient soundtrack than memorable melodies. Voice acting is limited mainly to primary quest-givers and important NPCs. Thankfully, these character moments are voiced by an incredible cast of legendary voice actors, including Keith David, Tony Joy, Tress MacNeille, and the voice of Fallout himself, Ron Perlman. 

Killian Darkwater, the Mayor of Junktown.
A good guy with a surprisingly evil-sounding name.

Mind you, I do wish they spent a few members of that incredible voice cast on the companions. In Fallout, companions are barely even sketches of characters with minimal, if any, backstory. They are helpful as meat shields and pack mules and not much else. On top of that, their battle AI is also thicker than the dumbest Super Mutant in the Wasteland. The most famous example is the eagerness of your companion, Ian, to blow you to shreds with a burst from his SMG if you get between him and an enemy. Another issue with companions is the lack of customization. Getting them to upgrade their weapons or armor is an incredible chore requiring you to go through multiple conversation trees. Companions also become increasingly useless as you approach the endgame, as they can be instakilled by a single Super Mutant wielding a minigun or rocket launcher. I recommend leaving them behind before storming the final dungeons, unless you want the karmic payoff of watching machine gun fire tear Ian apart. I sympathize with you if you do.

When I think of modern-day Fallout, I think of modding. Fallout and Fallout 2 lack the robust modding scene of future titles. However, there are still many ways to customize your experience. Fallout Fixt, an unofficial restoration patch, not only fixes 30-year-old game-breaking bugs but also removes controversial censorship included after release, such as the removal of child NPCs. I am not a virtual child killer, but I do think that it should be an option (Now THERE is a line that could be taken out of context). The Fixt patch also offers a range of non-canon mods that can greatly enhance your experience by modifying features, restoring cut content, and rebalancing the overall difficulty. I played without any of these enhancements, as I wanted as “pure” a run-through as possible, but if you’re looking to play Fallout for the first time, I would highly suggest exploring some of these options.

Fallout is many things: a brilliant CRPG at times, a disjointed mess at others, and a foundation of great things to come. But is it any fun to play? Absolutely. I primarily played Fallout because I was curious about where one of my favorite series started, but I walked away with a great appreciation for it as a standalone experience. Yes, there are a lot of gameplay quirks of the time that haven’t aged well, but the core of the game is unbelievably solid. Pushing past the initial struggle with the dated interface and clunky gameplay can be challenging, but it’s well worth the effort. Fallout turned out to be one atom-bomb baby that was exactly like I wanted her to be, a million times hotter than TNT!

  • Graphics: 65
  • Sound: 80
  • Gameplay: 85
  • Control: 80
  • Story: 90
80
Overall Score
(not an average)

About our grading scale

Review by · April 10, 2024 · 10:00 am

Broken Roads take me home 
To the place I belong 
Australia, outback mama 
Take me home Broken Roads 

Unless you want to set the world on fire, the Fallout games don’t have the most melodious vibes. If you’re a fan of the first two entries in that series and Bethesda’s attempts to modernize it have left you feeling stranded, Broken Roads hopes to take you home but with an Aussie flair. Though you can be a straight-up brute in Fallout, Drop Bear Bytes’ new game aims to raise your intelligence stat both in the game and in your head. If you’re not well-versed in classical philosophy, don’t worry, because Broken Roads wants to give you a crash course. 

Broken Roads is a CRPG, and with Fallout being the root of modern CRPGs, this game wears its inspirations on its sleeve without feeling like a direct copy. Instead of wandering through a city or region of the United States, Broken Roads is set in Australia, mate. Regardless of setting, there has to be something that caused the apocalypse in any post-apocalypse. Much like in Fallout, an existential disaster essentially hit the reset button on human society. You come in maybe a hundred years later in Australia, after societies have begun to form anew. Without all that complicated history and technology to maintain the status quo, much has changed, yet it’s stayed the same in many ways.

Broken Roads diverges from its spiritual predecessors in that it wants to get into your head, man. Think Fallout’s karma system visually tracked on a graph. You have plenty of agency in making choices, being a person of significant influence in this world. Tracking those decisions is a literal Moral Compass, which charts your worldview in four modes of thought: utilitarian, humanist, nihilist, and Machiavellian. Many of your responses affect not only how other people think of you but also how your character thinks and reacts. Before playing, you take a personality test to see which school of thought you belong to. A golden arc on your compass marks where your personality is currently sitting, and though your responses can shift the arc, you don’t have much control over it. You’re in your worldview, and breaking out of that is not easy. 

Characters walk around a bombed out area in Broken Roads.
Wasteland. Wasteland never changes.

It’s a realistic simulation of thought that pulls you away from your own ideas so you can understand how thought works from a bird’s-eye view. Your worldview often limits your responses to other characters, though sometimes you can sneak in an idea from the periphery of your arc. Every time you pick a dialogue response, it shifts the arc. While you can be hard set on a limited worldview, ideas are slippery things and you can eventually completely shift your mode of thought. That’s basically how thought works. People often have tunnel vision, and their beliefs are circular and self-reinforcing. But then again, there aren’t solid lines demarcating belief systems, so it’s not so weird to become influenced by something else that seems to be aligned. So, here’s where our grand thought exercise begins anyway. 

Broken Roads‘ world is similar to those in other post-apocalyptic media. The Outback is mostly empty, with a few more densely populated areas. When you roam outside of towns on the big abstract map, you might encounter kangaroos, giant spiders, and unfriendly humans, all of whom want to kill you (which doesn’t seem too far removed from reality). There’s also an internal clock; some events are in constant motion where there’s a deadline for the event to happen, such as an election in one town, and some characters are independent and might not always be found in the same spot. The train is moving, so no time to be neutral. In addition to the typical marauding raiders, towns thriving off of slave labor, and soft fascism masquerading as socialism, there are a few locales where the nerdy academics (my kind of people!) have managed to build up societies with likeminded people and somehow secure themselves against the outside forces that would undo them and steal their hard work. These are the places where the best conversations happen and are one of my favorite aspects of Broken Roads

Ultimately, this is a narrative about survival, one that shifts from survival of a group to survival of the human race to survival of society. Your part is as a nobody who gets thrown in with a group by circumstance and eventually gets roped into leadership. Some violent events force you into roaming the wilderness searching for answers. Despite Broken Roads promising a level of freedom, your story winds up being more deterministic. That’s not necessarily a bad thing for what the narrative is attempting, but it’s also something not everyone will appreciate. It’s appropriate because the story takes a deterministic view of humanity in that there will always be kind people and tyrants who clash in a reset world, cycling back toward someone deciding to reset everything all over again. The story is eventful, and I enjoyed the twists and turns, but it loses the plot when it tries to get all philosophical. 

A Moral Compass is shown in Broken Roads, with Humanist, Nihilist, Machiavellian, and Utilitarian quadrants.
It’s a literal Moral Compass, but unlike a regular compass, there’s no true north, so to speak.

The Moral Compass works together with everything else as a sort of social experiment. At times, it’s brilliant; at others, it’s like a bad philosophy professor trying to reverse-engineer his own worldview onto his students who gets upset when they don’t see things his way. Broken Roads mimics life in general in that truly great things for humanity are within sight, yet something always stands in the way of a true breakthrough. Maybe the game wants you to feel that frustration, which is understandable, yet it still ends in frustration, which is not something anyone desires. It takes a high view of humanity, but it also takes a nasty low view which feels like the poop in the punch bowl. It reflects an ugly Reality that, while perhaps not inaccurate, isn’t something one needs to be reminded of constantly. Broken Roads should be pretty polarizing, is what I’m trying to say. 

Onto something else, combat is not bad. At the beginning, it feels too limited. Similar to the old Fallout games, it’s tactical-style, though it’s never too complex. The wrinkle is that movement points and action points are separate. At first, pretty much all you can do in a turn is move once and do an action, such as attacking, once. As you level up, you’ll pick up more action points, meaning you might be able to do a couple things. Is it smarter to go for a single, more powerful ranged attack or several weaker melee attacks? Equipment is simple: Better weapons do more damage. This stuff won’t break anyone’s brain, but it’s enough to engage the mind slightly. The biggest problem is that the enemies don’t evolve at all. Early, they’re mostly too powerful for you to fight, but as you get stronger, you eventually breeze through opponents. You can often flee from fights, and completing quests nets you more experience, so you can focus on or avoid combat depending on your preference. And your companions are formidable enough to pick up any slack if your character is weak in that area. 

But you’re never too weak in any one area if you don’t want to be. There are ample opportunities to completely respec your character, almost at will. While it sounds like it should feel freeing and open and tactically tasty, it was actually too easy to max out the stats I needed for any task at hand. The player character is already a blank slate anyway, but not necessitating creative solutions for problems makes it feel as though there’s nothing of substance to them at all. The companions sort of pick up the slack in the personality department as well, but as much as I wanted to learn more about them, there weren’t many opportunities to do so. There are intriguing aspects to the characters, but I would have been more interested to learn about their complexities over time rather than it all being dumped at the beginning. 

Characters have a conversation in Broken Roads.
You can see where your golden arc lies on the Moral Compass. Uh oh, will you be the Machiavellian and take advantage of the situation?

Broken Roads suffers from some anti-quality-of-life features, mainly the journal. While it usually keeps track of all the information you need for the many quests available, it can cause a lot of confusion and potentially waste a lot of time when it falters. In one instance, I couldn’t for the life of me find a certain character in the area where the journal told me they would be. I wandered all over the map trying to find them. Eventually, I reloaded a past save and found I had been told how to find the character, but that information wasn’t recorded in the journal. My fault for not remembering it in the first place, but you’d think vital information wouldn’t be omitted. In another instance, a character was simply in a different location than the journal told me they would be. I wouldn’t have had a problem searching a vague area for the character, but the inconsistency made me unsure if it was a glitch or if I was missing something. 

I did like the look of Broken Roads. Though it’s understated overall, there’s a hand-drawn edge to everything that gives it a well-worn appearance. A few locations are visually striking in ways that drive home their significant place in the world, especially in contrast to the typical drab post-apocalyptic environs of the rest of the world. There’s enough going on visually with the characters to enunciate their personalities. The music is similarly understated but also enjoyable. The light guitar plucking provides a chilled, pensive, and reflective mood that fits with the empty existence of this post-apocalyptic world. Voice acting is sparse, though mostly pretty good, but the narration voiceover seemed unnecessary and trying too hard to oversell the drama. Mouse and keyboard is the way to go for controls, though sometimes the icon denoting a point of interest is off or nonfunctional, which is frustrating at times. 

Overall, the ways Broken Roads challenged me were fascinating and frustrating, sometimes simultaneously. It definitely won’t be everyone’s cup of tea, though I suspect some will adore it. If you’re the reflective type, it’s sure to get the gears turning. If nothing else, it’s much cheaper than taking Philosophy 101 at a university.

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

About our grading scale

Review by · April 8, 2024 · 1:00 pm

Monster Train stands out amongst the crowd of deckbuilders following the outstanding success of Slay the Spire. While imitators abound in this seemingly simple genre to design a game around, Monster Train innovates in a meaningful way not just in terms of combat, but presentation. In a runaway train akin to the movie Snowpiercer, players fight saintly minions in order to maintain their nearly extinct evil empire. Inkbound follows suit not just in terms of gameplay novelty, but once again theming.

I am not entirely sure what Inkbound is about; I don’t think I’ve ever written that statement in a review before, but I am absolutely baffled by what’s going on. In terms of storytelling, Inkbound is vaguely about staving off blight to protect—books? Stories? You play as one of many Needless who are working in an enclave of sorts to delve into a world and fight baddies, surrounded by a naturey aesthetic and bookshelves. Yet, while the story is confusing at best, I adore the world Inkbound is set in, which is, in part, due to the artistic vision beautifully portrayed on the “page” (computer monitor). Although I’m not sure what’s going on, I am happy to be here and explore this world because it’s like no other game world I’ve experienced, with its impressive detail and meandering feeling that instills a sense of wanderlust.

Okay, so the story’s not incredibly well-implemented just yet, but that’s not why we’re here. We’re here to enjoy outstanding gameplay, and Inkbound delivers that soundly. Not only that, but it offers outstanding gameplay we can experience with up to four friends online. At its core, Inkbound plays out as a set of rooms where players fight baddies in isolated, turn-based combat using action points and then access the chosen rewards. Do this a few times, fight a miniboss, do it a few more times, fight one more miniboss, then do it one more time and fight the big boy. The formula, while repetitive, never feels repetitive. In fact, because of the crisp, deep game design in Inkbound, I kept coming back for more.

An example of a Vestige, described as a sharp "Emerald Leaf" shuriken in Inkbound.
And by “shuriken,” we mean really, really sharp leaf.

Battles play out in an arena with just enough room to run around without feeling constricted, but not so vast that players feel like they can cheese the game by moving in one direction away from slower-moving enemies; the size of the battlefields is perfect. Get used to seeing circles everywhere, because at turn start, players see enemy attack circles, arrows, or rectangles to demonstrate what enemies will do. Avoid those geometric hazards and you avoid damage. Healing isn’t entirely common. Players also move within a limited circle based on movement points. At default, players can use four will (action) points to execute one of three to five abilities to attack foes or do some utility nonsense. Moving and attacking as one sees fit breathes freedom into a genre that typically requires players to move entirely first or at the end. In Inkbound, players can move a little bit or a lot, use an action, and then continue moving, or use all of their will points at the start and then move—it’s completely up to you.

If you’re engaged in multiplayer, players can act in tandem before enemies act, which is important for strategy. Depending on the group’s abilities and classes, players may want to weave their actions together every other action, but in some cases one player may want to blow their entire load and then let the other player wrap things up. Have an area-of-effect death move to loosen the jar at the start? Probably more efficient to use that before your single-target, high-damage friend starts picking ne’er-do-wells off. Building a tank? May want to use the last attack on a tough enemy to slap him and draw the ire so your glass cannon ally doesn’t get pounded into the ground. The depth of strategy goes far beyond damage juggling, though. Several status effects can enhance damage, manipulate enemy movement, or synergize with the other player in order to maximize damage output. In this way, Inkbound can make players feel smart without making the game feel like a boring cakewalk.

A player about to get smote, as denoted by a shining orange area of effect on the floor in Inkbound.
I know everything on screen looks intimidating, but this dude’s dead anyway, so it doesn’t matter.

At present, monster variety’s a bit lacking, though the wealth of trinkets, abilities, and buffs between eight classes of characters add enough customization to make the same enemies feel different with each run, depending on one’s approach to success. Typically, players can choose three fight options before delving into the fray with a couple promised rewards. Choosing an easier route leads to less attractive bounty, but a harder route might not offer the kinds of treasure one is seeking. For example, a hard route may offer rare trinkets, but if trinket slots are full, a player may want to seek passive buffs for their attack abilities on the easier route, even if these are less rare.

Speaking of trinkets, players can grind those trinkets to dust to retain the icons on those elements and make room for new trinkets. While these trinkets, called Vestiges in-game, can offer powerful abilities to enhance a player’s strategy, the icons on the trinket offer unique benefits if players accrue enough of them, and there’s a bevy of them. This allows for tough tactical decisions not seen in most games that only offer a higher number here or lower number there for a bigger benefit somewhere else. Inkbound also has those options, but enough variety exists elsewhere to make this more than a numbers game. For example, if players can meet a condition on their turn like taking no damage, they can enhance a future turn by giving each ability a guaranteed critical hit.

What keeps Inkbound fresh between runs (since the story isn’t quite there yet) is the sense of progression. Meet some unique NPCs, satisfy a quest condition, and stack up enough wins, and players can unlock new Vestiges, in-game achievements, cosmetics, and characters to play as. For the roguelike snobs out there, don’t worry. This isn’t the kind of game that offers stat upgrades over time in order to beat the game. Players make the game harder with each win (like a classic ascension system seen in many deckbuilders and roguelikes) while only offering new tools along the way that aren’t objectively better than other tools. In this way, player strategy wins the day, not toiling away across dozens of hours of runs just to get higher numbers. Once again, this makes Inkbound a satisfying romp that rewards players for skillful play rather than grinding.

Quest complete with an old curmudgeon. He's asking you to wipe your feet.
And now that I’ve completed this quest, my next one is to get this place a floor mat.

Inkbound isn’t singularly wonderful, though. As suggested earlier, some may find the game repetitive with some areas, such as enemy types, lacking variety. Also, Inkbound is a tad inaccessible at the start, with icons all over the screen, numbers and modifiers that aren’t always clearly explained, and a flow taught through experience rather than exposition. For those who prefer clarity rather than getting messy to learn, this is going to be a touch stressful, but Inkbound’s teaching style works. Over time, I have learned more and more how the systems work, but I wish everything were more explicitly stated; this is a game that could benefit tremendously from an in-game encyclopedia.

While I’ve already lauded Inkbound for its artistry, the music is no slouch, either. Every tune accentuates the action humbly, with final boss encounters stealing the show. Meeting the big baddie is exhilarating enough after a tough climb, but to be met with these weighty battle themes just makes the experience grander. Not all of the dialogue is voice-acted, which can feel odd at times when an NPC is all text and silence. Even then, the voice acting is fine, not stellar. Inkbound controls just fine with mouse and keyboard, though some may stress a bit over finding that “magic pixel” to maximize damage output and minimize input.

Shiny Shoe, the developers, have done it again with innovative game design and atmosphere. While Inkbound is by no means a perfect game, it’s certainly addictive and rewarding. What’s more, it plays phenomenally in solo or multiplayer. I applaud the devs for their unique ability to create an authentic experience unlike what others—AAA or indie—are capable of doing. Hat’s off to you folks, and thank you for pushing entertainment forward with your awesome ideas and execution. Your work will undoubtedly be written into gaming lore to inspire others.

  • Graphics: 80
  • Sound: 80
  • Gameplay: 90
  • Control: 95
  • Story: 70
85
Overall Score
(not an average)

About our grading scale

Review by · April 5, 2024 · 8:00 am

Uncovering secrets can have a lasting impact, which is definitely the case for Secrets of Grindea, an old-school action RPG that provides an enjoyable experience if given the chance. That is, so long as you’re patient and remember that the game’s title holds a clue about what to expect on your journey. It should come as no surprise that Secrets of Grindea sometimes requires level grinding to surpass its numerous challenges. Still, it’s worth it once you’re triumphant in some of the game’s particularly challenging boss fights.

I spent most of my time for this review in Secrets of Grindea‘s story mode (there is also a separate arcade mode that is a roguelite version of the game), which begins with your customizable protagonist preparing to undertake a journey following in the footsteps of their accomplished parents by becoming a Collector. Collectors are capable adventurers who travel the continent searching for essential artifacts and special magical items known as cards. Still, you have to prove yourself first before joining their illustrious ranks. To help you on your quest, your dad lends you a family heirloom of great import: a sentient talking artifact known as Bag, who isn’t thrilled to be saddled with a wide-eyed kid as a sidekick but reluctantly makes do. You and Bag’s travels soon take you to different locations, including back-and-forth through time and even traversing the ghostly realm, as you uncover other talking relics of the past and a shocking conspiracy that could cause calamity to befall the world. Fortunately, the land has a Collector like you to step in and defend it.

To say more on the individual story beats for Secrets of Grindea would be a disservice, given the amount of care and attention to detail that went into crafting them. There are some unexpected twists and turns in the plot, with an impressive buildup as the game’s deceptively innocent and wholesome beginning presentation gradually takes on darker edges. Plus, the game’s script has an incredible knack for being tongue-in-cheek, managing to poke fun at tropes and archetypes in old-school RPGs while still embracing and celebrating them.

A boss fight commences in Secrets of Grindea.
Many impressive bosses await throughout your journey.

Many characters populating Secrets of Grindea’s world are well developed and memorable. My favorites include your doting researcher father, simpleminded but lovable Collector friend Luke, the taciturnly blunt guild leader Ivy, and the spoiled but begrudgingly decent rival Marino. Special mention goes to Bag, who could quickly have become an annoying helper given how frequently he shows up in the plot with his gruff mannerisms. His reactions, overall character growth, and later revelations make him memorable instead.

As the title and the game’s old-school feel might imply, grinding is the way to proceed in Secrets of Grindea. You regularly reach points where you want to level up more or gather extra materials for crafting more vital gear. Boss fights are plentiful and provide real challenges. I often had to repeat a battle at least once, often more than that, to develop a viable strategy to overcome it. Most bosses, save for the occasional repeats or variations, offer distinct challenges. If you enter a new area and notice yourself struggling against regular enemy swarms, then it’s time to look at your character stats and abilities and level up or do some of the game’s numerous side quests to earn experience, talent points, or new gear/materials. This process repeats itself at regular intervals.

A battle screenshot detailing quest objectives in Secrets of Grindea.
The Remedy sidequest is one of the more important ones.

Fortunately, some gameplay components help alleviate stress during challenging encounters. For instance, you can customize your character’s statistics and abilities. You earn skill points as you progress, which you use to gain and strengthen various abilities ranging from physical attacks to magical ones or even buffing/debuffing skills. Passive abilities, or talents, provide a much-needed offensive or defensive edge in combat. There are a multitude of ways for you to design your character build since so many skill options are available. You can also respec skills and talents to develop different strategies should you have the money for it, which I found helpful in the game’s later stages. My initial character build relied more on brute-forcing through fights with one-handed weapon attacks. Still, for survival reasons, I leaned toward a more defensive/magic-oriented playstyle during the final round of battles. Barrier and Fortify, in particular, are lifesavers! It is also essential to take the time to complete the potion-acquiring sidequests so you can strengthen all potion-related talents.

After learning an ability, you can feed more points into it to strengthen its effects. You can also assign a controller button to activate it during combat. The control schematic is easy to grasp, and you can fluidly flip through different commands, allowing for seamless action RPG combat. You can also raise stats using specific equipment to bolster your character, such as the vital “Crabby” gear that considerably raises defense.

Defeated enemies might drop cards, unique stat-raising items that grant constant benefits during combat, such as increasing the likelihood of dodging or increasing attack speed. Creating a significant collection of cards through grinding and farming can make a real difference if you are initially unable to overcome a boss fight. Once a card is added to your arsenal, its special trait will automatically come into play and serve as a permanent bonus for your character.

A phase teleport puzzle awaiting completion in Secrets of Grindea.
Just one of many puzzles you’ll encounter.

Of course, combat isn’t your only challenge in Secrets of Grindea. Sometimes, you need to get through exciting and tricky puzzles. The most unique of these is the teleport puzzles that require you to navigate chasms while avoiding mirrors that redirect you. One of the more frustrating puzzles is where you must traverse a cave filled with health-depleting poison gas. Puzzles are varied and range in challenge, but they keep you on your toes just as much as the boss fights.

Aside from challenging puzzles and boss battles, there are plenty of secrets to uncover in Secrets of Grindea beyond the main quest. I’m honestly impressed by the game’s amount of side content, as you can not only engage in helpful fetch, fight, and puzzle sidequests to help level grind, but you can also craft gear, design your own house, gain some adorable and sometimes surprisingly helpful pet companions, and even play minigames such as the obligatory fishing game. There’s a lot to do should you need a break from dungeons and boss battles.

As impressive as Secrets of Grindea is in terms of scope, content, and overall challenge level, that isn’t to say there aren’t frustrations. Overall, the game is exceedingly difficult if you aren’t willing to take the time to grind or occasionally experiment with different builds and playstyles. I never found it impossible, but particular boss fights toward the end of the game can be frustrating, requiring no small amount of patience to overcome. I repeated one final battle for several hours before figuring out the timing to an enemy’s frustrating and powerful energy attack, and planning how to respond to that helped change the outcome of that fight for the better. This is especially true of later boss fights when you have multiple fights in a row and a defeat brings you back to the start, regardless of how far you made it. There are also some noticeable bullet hell influences in some boss fights that can border on aggravating if you aren’t expecting them.

The game is playable either solo or with up to four players, though some endgame fights are much more stressful if you don’t have a companion or two to assist, as playing solo means you don’t even have AI assist companions. Secrets of Grindea is fun either playing by yourself or with others, but you might have to change your approach and strategy a little depending on if you’re playing on your own or in multiplayer. The game is verified on Steam Deck and plays exceptionally well on the platform, but its initial loading time is so long that I thought the game froze at first.

Shinsai lectures the protagonist during a story scene in Secrets of Grindea.
The game is colorful and full of gorgeous pixel sprite work.

Visually, Secrets of Grindea‘s pixel sprite work and animation are stunning. I love the level of detail in the characters and backgrounds, and the vibrant color palette is a sight to behold. Every character beyond your player-controlled avatar also has a detailed, cartoon-like character portrait. I love the charming retro-styled boss battle introductions that set the stage for those memorable fights. The music and sound effects are incredible, with some especially moving and dynamic tracks that help the game’s story and frenetic action sequences come to life. The script work for the English version is top notch, with few to no grammatical errors.

Secrets of Grindea is a passion project developed over thirteen years. It’s evident that a lot of care and thought went into the game, and the finished product is fine tuned and polished. Overall, I remain impressed with the title and feel no small accomplishment for overcoming its numerous challenges. Old school-styled action RPGs might not be for everyone, given their sometimes steep difficulty and the necessary patience to level grind. Still, Secrets of Grindea is a love letter to the genre that makes for a thoroughly engaging experience if you’re the right audience. It’s one secret worth telling.

  • Graphics: 88
  • Sound: 87
  • Gameplay: 85
  • Control: 85
  • Story: 84
86
Overall Score
(not an average)

About our grading scale

Review by · March 30, 2024 · 12:24 pm

It has been 12 long years since the original Dragon’s Dogma. A lot has changed in gaming, particularly in the open world space where games like Breath of the Wild (and its sequel), Red Dead Redemption 2, and Elden Ring have raised expectations considerably. Yet, Hideaki Itsuno and his team at Capcom bravely, confidently, and finally deliver unto all Dragon’s Dogma 2. Every interview with the developers drives home that Dragon’s Dogma 2 plays by its own rules, but does that translate into a game worth playing? Briefly, hell yes.

At first glance, Dragon’s Dogma 2’s world is as traditional as fantasy can get, much like the first game. Elves? Magic? Dungeons? Dragons? Check, check, check, and triple-check. Dragon’s Dogma 2 distinguishes itself in the nuances behind these fantasy staples. The Dragon (note the capital D) is a godlike being who chooses the Arisen, a mortal (and the player-created character) destined to face the Dragon and, in so doing, decide the world’s fate. The Arisen commands the loyalty of Pawns. Pawns do not have a will of their own and take on the will of their Arisen. The player takes control of the amnesiac Arisen and their Pawn (also created by the player). Initially, your goal is simple: find out why you lost your memories and learn who the pretender is sitting on your throne. There is an engaging main story worth uncovering. However, as an open-world game, Dragon’s Dogma 2 allows you the freedom to do whatever your heart desires from there.

Pick a direction and wander in it; there is always something interesting. While there are times when Dragon’s Dogma 2 starts to feel small, you need only walk around a corner to discover a mysterious dungeon, an unexpected quest, a terrifying new foe, or a truly stunning vista. The world may not be impressively sized for a modern open-world game, but it is densely packed. This is gleefully enabled by the world design itself, which unobtrusively leads you to its most exciting finds. Something is awe-inspiring about feeling like you stumbled onto something, only to notice afterward that carefully placed cues in the environment led you there without realizing it. Pawns are also better at giving you hints and leading you to things of value this time around. They also have a greater breadth of dialogue than the first game, but it still often feels repetitive and silly. I suspect new memes will spring from it. Never forget that wolves hunt in packs. Speaking of Pawns, you can still hire up to two from other players and even offer those players gifts when you dismiss their Pawn. 

A hooded character with a spear stands on a cliff that overlooks a foggy citadel in Dragon's Dogma 2.
Every vista fills the heart with wanderlust.

Another massive upgrade over the first Dragon’s Dogma shows as soon as you enter any settlement. Dragon’s Dogma 2’s cities feel lively and are chock full of amenities, quests to undertake, and hidden treasures to find. Stop by an inn to rest until morning, change up your skills or vocation at the Vocation Guild, enhance your equipment at a smithy, or turn to the charnel house to revive a citizen who has recently died. Give gifts to the locals and watch a goofy blush spread over their faces as their affection grows for you. I spend far more time in the city limits of Dragon’s Dogma 2 than most games and certainly more than the first Dragon’s Dogma.

It is not just individual points of interest that bring joy to exploring Dragon’s Dogma 2, though. The meeting of systems and world design leads to myriad fascinating things happening organically. Fleeing a monster beyond your capabilities may lead it into a town. The town guard will help put it down, but that same monster may kill citizens or destroy oxcarts. On the other hand, what if you led that monster to another hulking monster instead and sat back to watch your very own kaiju battle and then mopped up the leftovers? You can tackle problems in ways most games would never dream of allowing. This openness in problem-solving extends to quest design. 

In many games, a choice (no matter how exciting) is something you pick from a list, but Dragon’s Dogma 2 is a gameplay-first kind of game, including making choices. Need an item for a quest? You can have a forgery made and keep the original for yourself. A person is missing? They may meet a gruesome fate if you get distracted while searching for them. Two people are dueling in the streets? Physically picking one of them up may break up the fight, but you could always let them finish the duel or even jump in and fight them yourself. 

Dragon's Dogma 2: a Magick Archer blasts a drake with a reality distorting arrow.
Combat in Dragon’s Dogma 2 has pizzazz.

As thrilling and liberating as Dragon’s Dogma 2’s approach to choices and problem-solving can be, it does lead to some frustrations with the game. The focus on actual gameplay choices having consequences can be a bit baffling at first after so many games that have trained us otherwise. While apprehending a criminal, you might not even consider that you can use the grab action to subdue them without killing them. The game could better teach players how to solve problems in its first hours. It takes a few mistakes and potentially failed quests before the mind opens to the possibilities.

Furthermore, it is easy to miss out on some of the game’s best quests. I still have not unlocked the Magick Archer vocation, despite completing the game, though I have an idea where to find it on my next playthrough. The openness also often leads to NPC dialogue that feels out of nowhere, vague, or stilted, as though they tried to write as few lines of dialogue as possible to respond to any number of ways you may reach a goal. There are also times when the game wants you to do something using a specific method or order and will artificially gate you until you do what it wants, even if it’s unclear what that is.

Combat is considered a highlight of the original Dragon’s Dogma, and its sequel has only taken things to new heights. There is a deliberateness to the combat in Dragon’s Dogma 2 that is rare in action RPGs. Most vocations cannot just roll out of the way of enemy attacks (though the Thief can), so you really must pay attention to enemy attack patterns and figure out where and when is best to strike from, a choice that is usually different depending on the vocation you are currently using. A Mage may want to levitate out of danger and support their allies from afar due to their long casting times, while a Fighter loves nothing better than to stay in the thick of things and rely on their shield to protect them. 

A group of characters battle a towering griffin among overgrown ruins in Dragon's Dogma 2.
There is something unsettling about a beak with teeth.

Making vocations even more unique and specialized than the first game was a great decision that made each feel worth experimenting with. A Trickster may not be able to deal much damage on their own, but their ability to beguile opponents makes them priceless when dealing with large groups of foes. Meanwhile, a Thief excels at clambering on large enemies and dealing massive damage to their weak points. The exception may be the Mystic Spearhand, my favourite vocation in the game, but one I presume might be too good. It can spam an invulnerability shield for your entire party, launch magical attacks of various kinds, and jump around the battlefield like a Final Fantasy XIV Dragoon. This is thankfully limited by the fact you can only equip four active skills at once, but still, it is a very powerful vocation.

While the enemy variety isn’t vast, the location of a battle and the combination of enemies ensure no two battles feel the same. A group of enemies could devastate you in an open space, while leading them to a choke point may result in utmost victory for the Arisen — until an unexpected griffin drops in and ruins your plans. Make no mistake, Dragon’s Dogma 2 is not an easy game and rewards patience and thought. The difficulty is especially apparent when it comes to boss battles. Boss battles tend to be absolute nail-biters but are also some of my favourite video game battles in years. I do not recommend forgetting your camping set (until you rest at an inn or campsite; damage you take reduces your maximum health) and ferrystones (they allow you to fast travel to specific locations) at home, wandering through a grueling gauntlet of fights only to come upon a battle with a rather dangerous drake while in terrible shape. I still won, so hopefully, if you make my mistakes, you will too.

A hooded character with a spear stands on a road in the dark, their lantern aglow. Ahead of them is a robed character named Fern among glowing blue flowers and an ominous purple fog in Dragon's Dogma 2.
What could possibly go wrong heading toward an ominous purple glow on the blackest of nights?

Of course, when it comes to combat, we have to talk about something I am sure many potential players are concerned about. Performance. Usually, the framerate is stable, but drops are often unexpected when they happen. The most intense fights may have the game running fine, while a battle against simple brigands may turn into a slideshow. NPCs particularly seem to cause frame-drops. I can’t say I am personally bothered by the game’s overall performance, but if performance is a sticking point, I recommend watching some gameplay videos and checking for yourself.

I would be remiss if I didn’t acknowledge the controversy over microtransactions in this review. First, I am against a full-price single-player game including microtransactions, but I am not surprised Dragon’s Dogma 2 includes them. After all, almost all modern Capcom games do. I do not blame anyone who refuses to buy the game because of the microtransactions, but I want to make it clear that the microtransactions themselves are superfluous. Anything obtainable from microtransactions is not at all difficult to obtain in-game. There has not been a single moment with Dragon’s Dogma 2 where buying one of the microtransactions would have affected my playthrough whatsoever.

Dragon’s Dogma 2 shouldn’t be surprising. It builds on what made the original game a cult classic and doesn’t flinch away from different approaches than the critical darlings. And yet, I find myself constantly delighted and shocked with each play session, feelings that grew more common, not less, further into the game. I suspect despite finishing the main story, I have many more nights uncovering secrets and battling fierce beasts in the world of Dragon’s Dogma 2 ahead of me, and I hope the same for you.

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

About our grading scale

Review by · March 27, 2024 · 12:00 pm

Open Roads falls somewhere between slice-of-life and traditional drama as a teenage daughter and her mother do some soul searching and familial discovery over what feels like just a weekend. Perhaps the fault was mine, but my initial impression of Open Roads back when it was pitched to us years ago was that we’d be on an extended cross-country road trip following these two ladies. But what we got was a three-hour stint. That isn’t necessarily bad, as game length certainly doesn’t determine quality in its own right—some folks want that short drive—but going into Open Roads with the right expectations may help one enjoy the trip a little more.

Tess, our protagonist, has just lost her grandmother. Opal, Tess’ mother, is wrapping things up at the house as valuables and trinkets are auctioned off. Duties await, such as de-cluttering the attic, scheduling the electricity to be turned off, and so on. Drama ensues, however, when Tess makes a discovery while cleaning that may change the way she and her mother view the recently deceased, as well as their whole family.

The plot devices are there, we have our macguffin, and intertwining plots and challenges face our heroines. What brings Open Roads to life is the dynamic between mother and daughter. Tess is snarky, sharp of wit yet loving, while Opal is just as cheeky in her own right while trying to achieve that careful balance of cool mom and preparing her daughter for the realities of adulthood. Opal’s parental duties are only the more challenging as she must face them as a single mother who’s recently divorced, and her daughter is just full of questions.

A key inside a book. It's placed in a secret compartment: a square cut out of the book's pages and hidden behind a newspaper clipping. The POV character discovers this while sitting in the passenger seat of a car on a country road.
Oh, man, that small piece of newspaper almost hid that key from me!

While playing detective and investigating granny’s unspoken past, Tess and Opal also grapple with the truth of uncovering the secrets not just between each other, but within themselves. Like in any good story, the characters grow and learn, and Open Roads’ length is certainly no deterrent to that narrative necessity. By journey’s end, we have satisfying closure, even if not everything is tied up with a neat bow on top; we have enough to go on to decide that these ladies are going to be okay, even if reality demands that the roads will be rocky.

Although the game length doesn’t meaningfully detract from the experience except for feeling a bit too neat at times, the real impact is that I grew to love these ladies and their dynamic. The chemistry between mother and daughter is almost tangible as they both make mistakes. We have two imperfect, yet good, humans who are doing their best given the circumstances. Life doesn’t always deal a fair hand, but they’re playing the cards as well as they can. The themes aren’t necessarily cozy and comfy, but the relationship between the characters is backed by love, a strong bond, and respect for one another. In this way, Open Roads is a feel-good story despite what hardships lie in wait.

A car blazing down a road lined by autumnal trees at sunset.
Oh for Christ’s sake, why can’t I turn off motion blur? 0/10, I wanna see the manager.

In fact, the voice actors, scripting, and story devices create such a wonderful blend of comfort that I wasn’t ready to say goodbye at the end, even if the conclusion felt right. This is singularly because of Tess and Opal. I want things to be okay for them, but one other aspect of Open Roads that I love is how real it feels. Life isn’t all sunshine and roses, and chasing a mystery won’t always lead to a satisfying ending. Sometimes what you discover you wish you hadn’t. And that’s it. Not everything in life is a puzzle to be solved or a hidden fix. Closure may be replaced by new wounds that won’t heal as cleanly as the ones already mended. That is reality. Open Roads conveys that with startling ease that doesn’t become apparent until days after the credits roll.

At the same time, in order to achieve its brisk pace, some story beats feel abrupt and illogical. Characters make highly irrational and unrealistic decisions or reluctantly acquiesce to demands that feel improbable for the sake of moving things along. Some won’t take issue with this, as they don’t feel grossly negligent, but the transitions from chapter to chapter don’t always flow as well as one might hope. This doesn’t help the experience, but it didn’t take me completely out of the story, either.

Some player decision-making occurs in the form of two or three dialogue choices littered about here and there. Of those choices, some feel like flavor in how Tess responds to her mother—how sarcastic do you want to be?—while others give the player the opportunity to be potentially tactless as Tess noses her way into her mother’s most inner secrets. The game lets players walk around a bit to uncover easter eggs or just look at the impressive design of 2003 (or much older) trinkets, but these moments aren’t what Open Roads is about, as nice as it is to travel twenty years into the past.

The player examines an old book while cleaning out granny's house. The book is entitled "Liquid Gold" by "Judd S. Baldwin." It is about bootlegging, and the cover depicts several bottles of alcohol.
Just some light reading for a teenage girl about to leave her grandmother’s house.

I had some initial grievances with controls that seemed to clean up after reloading the game, so I won’t gripe about those. Overall, Open Roads controls just fine with no meaningful issues in moving around or clicking on anything. The music’s fine, but the voice actors—as few as there are—absolutely kill the script as Keri Russell and Kaitlyn Dever have some noteworthy titles under their belts. Graphically, as stated earlier, Open Roads has some fantastic detail in this brief trip to the past. What stands out most is the artistic detail in the characters as they talk to each other. The penmanship is absolutely beautiful and the animations flow seamlessly, though the characters’ lips don’t move at all when they talk, which took some getting used to. Animating mouths has to be a pain, especially if you want to do it right, so I don’t take issue with this decision as this is a small indie game, but others may find it distracting and inhibiting.

Open Roads is a brief, affecting tale that isn’t going to change lives or revolutionize gaming, but it is undeniably charming and comfortable despite its difficult themes. By this point, you’ll know if you’re the kind of gamer for this, but if you’re still on the fence about the quality, rest assured that Open Roads feels lovingly crafted and has a distinctly human story to tell. If you were at Tess’ age, like me, in 2003, you may get even more out of it, though your mileage may vary.

  • Graphics: 80
  • Sound: 85
  • Gameplay: 75
  • Control: 95
  • Story: 80
80
Overall Score
(not an average)

About our grading scale

Review by · March 26, 2024 · 4:00 pm

While the Playdate is chock-full of fun games (including Under the Castle, which I recently reviewed), one has loomed over them all since even before the handheld’s launch: Lucas Pope’s alien support group manager Mars After Midnight. It came as a surprise that the follow-up to Pope’s industry-defining hits Papers, Please and Return of the Obra Dinn would only be available to the Playdate’s small audience, but this only amplified the anticipation within the handheld’s niche community. It was impossible to escape Reddit posts and the like inquiring about when this game shrouded in mystery would be made available. It thus goes without saying that Mars After Midnight is the marquee release for Playdate—the platform’s highest profile game to date—and now that it’s finally released, is it the killer app that many hoped for?

It’s first important to understand what Mars After Midnight is: a spiritual successor to Pope’s career-launching classic Papers, Please. In that game you play the role of an immigration officer for a fictional Soviet country, tasked with the burden of stopping ne’er-do-wells from crossing the border before they can wreak havoc. Mars After Midnight instead opts for the lighter tone of managing which space beings to allow into late-night support groups themed around specific traits. The lower stakes resolve to a game more focused on simple fun over stressful pseudo-simulation. Whereas failure in Papers, Please resulted in not being able to support family members as they clung to life dollar-by-dollar, mistakes in this new title barely impact your finances and can be easily resolved through replaying a level. In other words, the tentacle-armed bird Martian Lerl (our player character) and their trusty robot sidekick will always end up living their best lives. The lighter tone suits the narrative stylings of your typical Playdate title and is a welcome divergence from serious topics Pope has become synonymous with.

A Martian arrives at the center. A sign reads "Welcome!"
Shut the door, have a seat.

What makes Pope’s ability to perfectly strike both tones all the more impressive is that he fills all the key development and artistic roles for his games. The cohesive vision this allows for shines through in Mars After Midnight. His soundscape of warbly synths and simple drum machine grooves evokes the sense of going through the day-to-day motions of work on an alien planet, telling a narrative through sound alone. The modulated Martian voices are equal parts charming and strange, endearing you to the diverse denizens of Mars, and other sound effects deftly guide your attention to the most important slice of gameplay happening at any given moment. Visually, Mars After Midnight evokes the DIY attitude sacrosanct to Playdate’s ethos while also presenting a level of detail and polish that holds up to scrutiny alongside his former titles; there’s a strong argument to be made that this is the platform’s best-looking game. Further, Pope’s understanding of “show, don’t tell” narrative techniques is on full display, expressing Lerl’s story through small cutscenes and gameplay interactions devoid of exposition. 

However, this is also where the game’s many issues crop up. To touch on story issues without spoilers, the game anticlimactically undercuts the payoffs for the player’s hard work at key junctures by handing them the carrot from the stick rather than letting them grab it themselves. The first time this happened, I immediately felt disconnected from having any agency regarding Lerl’s journey, and the (ultimately correct) anticipation of it happening a second time cemented that disengagement. While story arguably isn’t the most important part of Mars After Midnight, it’s been the lynchpin of how Pope roped in player interest in his past work, and it’s disappointing to see it fall short here.

Meanwhile, the visuals suffer from being surprisingly underutilized in gameplay. There are seemingly endless wacky monster designs on display but their uniqueness—which is what you’re ultimately tasked with assessing to decide if they’re a fit for a support group—is easily overlooked when most mechanics require little more than pressing a button and gauging their reaction, or looking through a microscope which immediately makes obvious if they hold the trait you’re searching for. There’s rarely reason to view more of their visage than the glance shown through the latch window of a door because the mechanics don’t usually call for it. As such, while the monster designs are creative and wonderfully drawn, they’re done a disservice when not emphasized to the player.

The player quizzes a sad-eyed alien, holding a calculator with "4+78" displayed on the screen.
Riddle me this, or perhaps something tougher.

Beyond just how mechanical implementation impacts visual appreciation, it’s also Mars After Midnight’s Achilles heel from a gameplay standpoint. Each level tasks you with searching for six Martians exhibiting a specific trait. Often you use a single unique item to carry out the task, ranging from simple magnifying glasses to wackier concepts like boxing gloves that root out Martians unable to dodge them. As previously noted, inspecting each Martian after they knock on the door typically requires a simple press of a button, and the instances that require a bit more brain work, like checking the answers they provide to math equations or discerning if they know a secret code, are exceptions to the rule. Unlike Papers, Please, these mechanics are thrown out after each level instead of having them build upon each other; while this simplification is a smart design choice for the Playdate’s capabilities, it’s taken to an extreme where the game loses its element of tension. In fact, the game is so easy that I never made a single mistake throughout the process, and this is coming from someone who made many in Pope’s past work. There were missed opportunities even for easy complexities to be added, such as asking for two traits to be checked, or swapping up static traits like secret codes between each Martian to keep players on their toes. Elements like this could’ve also helped add replay value to a game that’s otherwise quite short, clocking in at roughly three hours.

What makes these major shortcomings all the more unfortunate is that the game shows so much promise both in its polish and addictive gameplay loop. The mechanic of opening and closing the latch window with the crank never stops being fun, especially given that the crank works much more reliably than in some other Playdate games. The table cleaning minigame after each accepted monster—which uses the d-pad to pilot Lerl’s tentacle arms to re-set the table and the crank to sweep it—offers up a flavorful puzzle with enough variations not to get stale. The game does push you to complete this task as fast as possible to not keep Martians waiting for inspection, though I never discerned any notable punishment for taking too long, which cuts through the intended tension similar to the simplicity of inspections. Similarly, the money management segments between days—wherein you set up budgets for the next day’s marketing, equipment, and meals—are a great idea that served as the heart of Papers, Please; but in Mars After Midnight, they are rendered useless, as I was never once wanting for cash. Without offering any actual impactful choices to make beyond picking the clearly signposted best options for a given day, this aspect of the game ends up amounting to idle menuing.

Mars After Midnight Screenshot 014
All employees must wash their tentacles before returning to work.

Another of Mars After Midnight‘s great ideas is the blab-o-dex, which chronicles translations for the Martian language. However, this is rarely used in capacities that impact gameplay, and the occasions when it is used cover a total of five words you’ll quickly memorize. There’s a lot of potential here and I love the modulation effects used to create the language. However, the underuse of the mechanic despite the obvious love that went into building it relegates it to simply a fun bit of flavor. Again, it’s hard not to make comparisons to Papers, Please, wherein flipping through manuals to check information is the core gameplay mechanic, meaning we know just how effective it can be. But comparisons aside, systems like the blab-o-dex and level-specific equipment feel like disjointed ideas that offer variety but not substance.

All this said, the game’s charms do carry it while it lasts, and the $6 price point makes Mars After Midnight easy to recommend to those curious regardless of the game’s shortcomings. It’s at bare minimum a beautiful package, particularly in the audiovisual department, and a welcome respite from Pope’s more tonally serious works. However, peek behind the curtain and you’ll find a game with little substance to match its flashiness. In fact, the lacking execution of the many gameplay ideas often counteracts the game’s aesthetic strengths, actively detracting from them. Mars After Midnight will likely put a smile on your face from time to time—which will be enough to entice some people—but those looking for the layered depth Pope made his name on won’t find it here.

  • Graphics: 85
  • Sound: 95
  • Gameplay: 60
  • Control: 90
  • Story: 65
60
Overall Score
(not an average)

About our grading scale

Review by · March 23, 2024 · 12:00 pm

Got the itch for more Fire Emblem? Vestaria Saga is the project of Shouzou Kaga, the creator of the original game in Nintendo’s flagship strategy RPG series. War of the Scions was the first part of this planned trilogy, and we now have the official second part: Vestaria Saga II: The Sacred Sword of Silvanister. Fire Emblem fans will find a game that feels familiar but different as Kaga has added some new twists to the formula for those up to the challenge.

Vestaria Saga II follows the continuing story of young military prodigy Zade (short for Zadrian), who is on another adventure after upending the Solvian Empire in part one. Now, he’s had a falling out with his brother, Zech (short for Zecharias), a fellow military commander, and Zade strikes out on his own, looking for someone to help with his sword. Unfortunately, while the story is set up as a sweeping quest of political intrigue and personal conflict, the main narrative loses its way almost immediately. What, at first glance, starts as a classic tale of sibling rivalry takes an abrupt turn into something less compelling and coherent. The overall plot melts into a jumble of names, places, and groups of people you’ll never cross. You also fight many antagonists with little setup or foreshadowing and generally spend too much time far away from Zade’s main conflict, which also becomes hazy. While playing Vestaria Saga I may benefit players new to the series, you won’t miss anything vital by starting with Vestaria Saga II.

Many characters clutter the map in Vestaria Saga II.
Look familiar? Fire Emblem fans should feel right at home, but they’re in for a challenge.

In terms of gameplay, Vestaria Saga II continues in the comfortable footsteps of the Fire Emblem series. Fans of those games will instantly feel at home on the grid-based maps, moving and attacking with their characters one at a time before the enemy takes its turn. But those who have played either of the Switch Fire Emblem games will find that Vestaria Saga II kicks those concepts into overdrive, feeling much more like the complex, tougher 3DS Fire Emblem entries.

As a direct continuation of the previous game’s story, it wouldn’t make sense for the characters to revert to being lower-level classes in Vestaria Saga II. Sure enough, their stats are higher and their abilities more advanced, giving you the power to take on the bigger and badder enemies you encounter. In many strategy games, you can rely heavily on one character, but Zade isn’t godlike. Though he’s formidable, he’s also fragile, meaning you have to rely more on his supporting cast. There are also some added wrinkles to the gameplay that weren’t in the first game, like the ability to recruit some enemies to your ranks and a greater variety of objectives during missions. Your goals are never to annihilate everything that moves, as they tend to be in Fire Emblem games, which is refreshing. In one mission, you’re evacuating villages from an incoming enemy threat, and in the next, you conduct a sneaky operation to rescue a member of your crew who has been captured. On the other hand, recruiting feels underdeveloped and underused.

Vestaria Saga II’s maps are immediately overwhelming in size and scope, like an entire region of an RPG zoomed out, with sweeping fields, mountains, towns, and litters of enemies. Each level feels like its own ecosystem, with friendly characters going about their business until enemies attack them. There’s a surprising feeling of adventure as you move your little people around and consider whether it’s safe and in line with your mission goals to investigate that castle or volcano on the other side of the map.

Characters converse during battle in Vestaria Saga II.
The narrative shines in individual characters’ stories, which are sometimes about feet.

While Vestaria Saga II’s main narrative is incomprehensible, stories of the dozens of individual characters on your roster lent the emotional heft to keep me engaged. Seeing even the seemingly rote and insignificant characters get attention with their own thoughtful arcs is fun. One set of brothers are at odds with each other over something that happened long ago, and a pair of pirates pontificate on whether a pirate’s life is still for them. Zade is fine as a main character, though he’s little more than a typical wunderkind. He has such a propensity for helping anybody who asks, no matter how inconvenient the task may be for him and his crew, that other characters constantly acknowledge and razz him for his goody-two-shoes nature.

Often, those characters’ stories bleed significantly into how they play. Some of the first characters you meet are a pair of mercenaries: Ashram, who is inflicted with a debilitating disease, and Sujata, who has lost her memory. Ashram’s incredible all-around aptitude in battle is undermined by his body, which is basically a walking time bomb, as his HP ticks down by one each turn in battles. Meanwhile, Sujata is held back from being useful because she doesn’t remember how to fight. Will the two find a cure for their maladies, or are they doomed to suffer as they fight for you? How those stories play out is up to you, more than you might realize. Even permadeath makes a difference, as other characters react to the ones you lost.

While much of Vestaria Saga II’s story is told through exposition-heavy cutscenes, it’s impressive how much is told during missions. Each level tells a set of stories environmentally and with cutscenes that pop up as you take your turns. You aren’t immediately given all the information on those dragons lurking about, but if you investigate enough, you discover the story behind them. Your characters can visit shops and villages during missions as you set up your schemes for completing your objectives, much as you would in other RPGs, but your enemies move and plot simultaneously. Events are triggered sometimes by reaching a certain number of turns or when your fighters enter certain areas. It’s smooth, economical storytelling that feels dynamic as your initial objective often shifts to something completely different.

Unfortunately, the narrative rollercoaster of each level comes to a halt because of Vestaria Saga II’s difficulty. It essentially feels like the turn-based equivalent of bullet hell. You’re consistently walking the razor’s edge of getting one of your characters killed. Because there’s permadeath, when one falls, your entire group tends to fall apart, if not immediately, then a few battles down the road. Of course, this is nothing new for Fire Emblem fans, but Vestaria Saga II allows no room for error and sometimes even less than that. So many abilities, both yours and the enemies’, rely on RNG, and they’re so crucial to battle that your plans can unpredictably disintegrate even though you couldn’t have done anything better. So, sometimes, you just need to reload, try the same moves again, and hope for a better outcome.

Because I often didn’t know my final mission objectives until much later in the sortie, that usually meant I needed to play most of my way through levels and then start over and try a different, more comprehensively informed strategy as I gradually gained a new understanding. Missions are designed to require trial and error as you can’t even look at your objectives until you hit “commence battle.” Thankfully, you can save anytime you want, and there’s no shame in save scumming here. Though you can skip cutscenes and fast-forward through turns, it still becomes exhausting to repeatedly go through all the stages of a battle, trying to decipher the best way to proceed. The in-game clock might show this only took about 20 hours, but my Steam counter shows many times that with so many retries.

Characters converse in Vestaria Saga II, with Zade convincing Castore to cease battle.
There’s no guy gooder than Zade, and if he can turn an enemy to his side, you’d better take the opportunity.

It also doesn’t help that the interface is a pain to use. Vestaria Saga II is complex, so, understandably, you need to wade through layers of menus to outfit your characters. There should be simpler ways to transition, for instance, between moving items among characters and moving items from the stockpile without having to back out. While the mouse works well for maneuvering units in battle, it’s no fun digging through the menus, which might be better with a controller. While the publisher’s website recommends using an Xbox controller, I could never able to get that to work properly in Steam.

Thankfully, the music creates an enjoyable backdrop for banging your head against the wall. The one drawback is that Vestaria Saga II reuses most of the soundtrack from the first game. However, it’s just as fun to jam to this excellent eclectic mix of rockin’ battle tunes, grand fantasy overtures, upbeat Japanese folk music, and ominous villain motifs. Many characters have their own theme that plays during their attacks. Appropriately, since Kaga made the first Fire Emblem, the music recalls classic scores from the 8- and 16-bit era but gloriously rendered in high-definition. Vestaria Saga II’s graphics are also a throwback. The game was developed in SRPG Studio, similar to RPG Maker, so it has a style similar to many other low-budget indie tactical games. Characters’ portraits have that gorgeous worn look of pre-2000s anime, though unfortunately, you never see any more than their faces in cutscenes. The characters and monsters have received plenty of care, so they’re still nice to look at. Your heroes’ sprites look distinct when they run across the attack screen, vanquishing your foes with nicely animated flourishes.

Ultimately, Vestaria Saga II, much like the first game, is a collection of cool, innovative, smart concepts and well-developed characters strung together haphazardly by a largely incomprehensible story. The brutal difficulty is in no way for everybody, but if you want an intense tactical challenge, this is still a good vehicle for it. If you’ve had your fill of Fire Emblem and want more, the Vestaria Saga series is an appropriate next step. But hurry up, Zade has towns on the other side of the world to save!

  • Graphics: 80
  • Sound: 85
  • Gameplay: 72
  • Control: 60
  • Story: 75
75
Overall Score
(not an average)

About our grading scale

Review by · March 19, 2024 · 12:00 pm

An assassin vows to become the best in her profession so she can surpass the person who killed someone close to her during the fierce and ugly Battle of Seif. Unfortunately for Iris Lapis, she winds up a target when her hits earn her both a measure of notoriety and a bounty on her head. Two enemy assassins approach her individually claiming they can help get her out of her dire situation, but with apparent secrets of their own, can they be trusted? Iris best keep her wits about her because it’s kill or be killed in the dark fantasy otome VN Garden of Seif: Chronicles of an Assassin. She dances on the knife’s edge between trust and betrayal, hoping not only to survive but also see her goals to fruition.

I first became exposed to Garden of Seif‘s setting in the alternate standalone side story Garden of Seif: Curse of Gravehollow Peaks, now available with extra content on Steam. That title features Iris and one of her enemy love interests, the redheaded Seth, in a snowy adventure. Given its brief length, it was a short, enjoyable diversion that didn’t provide much narrative choice. What I did gain in Curse of Gravehollow Peaks was a burning eagerness to experience more of its fantasy setting and characters. In that regard, Chronicles of an Assassin doesn’t disappoint, offering a more in-depth look at Iris and Seth while introducing new characters and lore.

Garden of Seif: Chronicles of an Assassin splits Iris’s story of vengeance and proving herself into two distinct routes. One follows the returning Seth, while the other focuses on a mysterious newcomer enigmatically calling himself the Dust Hunter. Making decisions throughout the chapters in each route causes you to gain trust or betrayal points with either character, causing the story to go in different directions and multiple endings. I preferred gaining trust over betrayal points, ultimately resulting in very fulfilling endings.

Iris and Seth confront each other in Garden of Seif: Chronicles of an Asssasin.
There’s a cinematic, animated quality to even the CG stills.

Chronicles of an Assassin plays very much like a traditional visual novel. You-as-Iris progress through the text until you must make a decision. Along with the trust and betrayal decision points, you have “flavor” choices that color Iris’s reactions. There are also prominent choices that can lead to abrupt endings. The “flavor” choices are interesting additions, though they’re more superficial than anything else. Depending on how you advance the narrative, you also get to see chapters from the perspectives of Seth and the Dust Hunter, shedding more light on their backstories and personal motivations.

Naturally, given the route focuses on Seth and the Dust Hunter, you learn the most about them as characters. Iris is a particularly fascinating main character, too. She’s stubborn, strong-willed, opinionated, and has very realistic flaws and weaknesses. I enjoyed the reveals about her past and desires, and her reactions to the goings-on in the story were quite memorable.

Mara, Malzahar, and Duran have a conversation with Iris in Garden of Seif: Chronicles of an Assassin.
Even an assassin like Iris learns there are benefits to having good friends in her corner!

Speaking of the cast, Iris, Seth, and the Dust Hunter are far from the only characters. The “fairy godmother” Zhaara from Curse of Gravehollow Peaks makes a return appearance, and I like the later narrative reveals involving an enigmatic character. Iris has three friends from her hometown looking out for her: the greatsword-wielding baker Mara, the chicken wing-loving Duran, and the rising influential scholar Malzahar. Other characters have colorful personalities and exciting backstories peppered throughout. I enjoyed learning more about the cast and their places in the plot, especially since some have some surprising secrets to uncover depending on how you play.

That isn’t to say that the game’s story is flawless. While I genuinely appreciate Iris as a character, I can see where she might not be everyone’s cup of tea as far as protagonists go. Plus, the constant guessing of “who will betray who next” drags on at specific points. However, I found the narrative’s more morally ambiguous tone refreshing and its dialogue memorable. There’s also a discrepancy between the two character routes, with the Dust Hunter’s arguably having more impact on the overall plot and various characters connected to Iris than Seth’s. Both routes are excellent in their way, but I feel like something “more” was added to the Dust Hunter’s, especially if you reach his route’s true ending. Given later plot reveals, I recommend going with Seth’s route first since it provides mystery buildups that get resolved when you jump into the Dust Hunter’s.

Each route takes roughly four hours to complete. While you can skip familiar text, a story map would be a welcome addition for those trying to pursue different endings. The game itself is sparse in terms of extras. There’s a gallery for unlocked CG illustrations along with a helpful journal for collected lore gained as you play, but that’s about it, save for credits. For this review, I used the Steam Deck, and I want to note that the game plays well as a handheld.

Iris and the Dust Hunter have a chat together in Garden of Seif: Chronicles of an Assassin.
You’ll get lots of amusing dialogue and banter between the characters.

Graphically, Garden of Seif: Chronicles of an Assassin is a stunning VN. I love the art direction for the character designs and backgrounds and how facially expressive every character is. As you play, the CG illustrations you can unlock have a very “action-oriented” vibe with fluidity, almost akin to animation stills. I also love the bright bursts of color that occur during intense moments in the plot, although those sensitive to flashing lights should heed the developers’ warning. The music and sound effects are dynamic and fitting for their respective scenes, as depicted in the game’s opening. There’s quite a lot of text, and the extensive scriptwork is impressive despite occasional typographical errors.

Overall, Garden of Seif: Chronicles of an Assassin is a solid fantasy VN with darker undertones intended for those who don’t mind exciting angles on the “enemies to lovers” trope. It’s a visual feast for the eyes, though the slight narrative imbalance between the two character routes and lack of a story map can be hindrances. I enjoyed the solid worldbuilding and realistically flawed characters enough that I’m glad I picked this title up following Curse of Gravehollow Peaks. Iris’ quest in Garden of Seif is intriguing, with plenty of exciting twists and turns for VN fans.

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

About our grading scale

Review by · March 16, 2024 · 12:37 pm

One of the best things about indie RPGs is that they often revisit genre classic formulas with a new lens. The best indie homages update the core mechanics for modern sensibilities or place familiar mechanics in new and unique worlds with endearing characters, free from the restrictions of massive publishers who are overprotective and less experimental with their IP. Examples of this approach working well are 24 Killers, Bug Fables, and Chained Echoes, all great games that take heavy inspiration from classic RPGs while putting their spin on the concept. However, this is a fine line to walk, and it’s just as likely to result in a lackluster facsimile of your inspiration. Unfortunately, such is the case for Another Crusade, the debut title from independent developer Dragon Vein Studios. In seeking to create a modern take on Super Mario RPG, Another Crusade delivers a mostly decent replica of the gameplay mechanics yet fails to capture the spark and personality that made it so special. 

Another Crusade begins rather abruptly, with protagonist Rai Reysend sitting by himself on a hilltop at night. Suddenly, a shower of brightly colored meteors rain down from the sky, with a bright red one landing at his feet. All across the world, large domes of brightly colored light have imprisoned the various towns and villages, and monsters are attacking in droves. Rai sets out to discover what’s causing the calamity and protect his home from the monster attacks. It’s a very cliche setup, and although the game does delve into the mystery behind this occurrence in the journey’s later hours, most of the game feels like a contrived hunt for magical McGuffins without much motivation. 

Party on the map screen at the starting town in Another Crusade.
A foreboding energy surrounds the major towns, and it’s up to Rai to save them.

As he frees the various towns and villages across the land from their magical imprisonment, Rai meets up with various companions who join the party. They mostly fit into the typical RPG stereotypes, like Niro the mage and Varenna the alchemist, though the final two party members (a Castlevania-inspired demon hunter named Vincent and the Dragon King Zhion) are more interesting both in concept and due to their relationship to Rai and his organization, the Light Order. Unlike Super Mario RPG, the companions lack personality. Rai is a silent protagonist and has limited interaction with the other party members, and conversations between the cast are sparse, giving them little time to develop as characters.

To the game’s detriment, the most talkative party member is Niro, who is frequently employed in ham-handed attempts at comic relief. He has a habit of engaging in fourth-wall-breaking humor that falls flat. Most of the jokes poke fun at standard RPG cliches, but it’s hard to find the humor in them when the game does very little to immerse you in its world or endear you to the characters beforehand. I’m fine with humor in games, but because the premise is so bog-standard and the game’s tone barely takes itself seriously, most of the time I was left wondering why I should care about what was happening in the narrative.

Rai fights alongside the mage Niro against an Eagle enemy.
Niro is useful in battle, but his endless quips and jokes grate on you after a while.

Thankfully, Another Crusade does have quite a few positives in its favor. The low-poly, wooden puppet aesthetic of the characters and enemies is distinct and charming, and the animations feel appropriately jerky and stilted, as if being manipulated on invisible strings. These labored animations also make it easier to understand the timing for the action commands in combat, which are executed nearly flawlessly. The action commands adhere closely to the template set by Super Mario RPG, with a button press at the right time during the attack dealing increased damage and a perfectly timed block avoiding damage from enemies. Damage from enemies is high if you fail to block, and special skills require precise inputs and timing to pull off successfully. Each character has a wide variety of support and offensive skills, all with unique action commands that may require rotating the stick, mashing a button quickly, or inputting a series of button prompts within a short window. Overall it’s a satisfying evolution of the combat system introduced in Super Mario RPG, just tuned to be significantly more challenging to heighten the sense of risk and reward in battles. 

One significant alteration Another Crusade makes to the formula is the SP system. Each character has a certain number of SP gems, and activating skills will drain these gems, while physical attacks against enemies will slowly refill them. The additional layer of resource management is a good idea on paper, but magic users have such weak physical attacks that it’s more advantageous to spend a turn fully restoring their SP with an item rather than attacking repeatedly. Since using an item carries no chance of failure, this method bypasses the risk/reward of the action commands and causes the SP system to feel slightly sloppy.

On the other hand, Another Crusade carries over the isometric platforming from Super Mario RPG to a frustrating effect. Jumping feels stiff, and the dungeons include long platforming gauntlets where you need to jump across many excruciatingly small platforms in quick succession with no checkpoints far too often. It made sense to have platforming sections in Super Mario RPG since that game was an RPG adaptation of a platformer series, but they make little sense in the world of Another Crusade and only serve to aggravate the player and pad the game’s length. The dungeon design can be a tad too labyrinthine at times, but I appreciated some of the dungeon puzzle designs that broke up the monotony of repeated enemy encounters quite nicely. 

Rai and the party battle snakes in a dungeon.
The combat mechanics are tight and satisfying, demanding mastery that exceeds the game’s inspirations.

The character progression mechanics are satisfying, as you can assign bonus points to a range of stats upon level-up, tailoring the characters to specific roles. Another Crusade rewards thorough exploration by chests filled with powerful loot, as well as hidden crystals that permanently increase characters’ stats. One nice touch is that weapons appear on the character model, and each weapon has unique animations and timings for its action commands, ensuring that executing basic attacks stays varied throughout the game and new weapons feel valuable every time you find one. 

I came away from Another Crusade with the impression that the developers fundamentally misunderstood what makes Super Mario RPG such an enjoyable game. The action commands and platforming sections arose out of a desire to convey the feeling of playing Mario within the genre conventions of an RPG, and the story and characters are a clever subversion of the familiar Mushroom Kingdom. Creating a battle system that required precise timing was so revolutionary because it felt like playing a Mario game, and fighting alongside Bowser in your party was so mind-blowing because it was something Nintendo would never have done on their own.

When divorced from that context, the mechanics of Super Mario RPG just aren’t engaging enough on their own to carry an entire game. If Another Crusade had the creative worldbuilding and lovable characters of a game like Bug Fables, it could get away with copying familiar gameplay mechanics. Unfortunately, Another Crusade‘s world is bland and the characters don’t have enough time to shine amidst all the hackneyed attempts at humor that undercut any opportunity for narrative intrigue or personal pathos. There is a solid foundation here to build a truly great RPG, but Another Crusade fails to realize that potential.

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

About our grading scale

Review by · March 12, 2024 · 12:00 pm

I’ve committed a cardinal gaming sin: I haven’t played Bravely Default. I know! Two sentences in, and I’ve devastated my gamer credibility about as severely as Bahamut nukes an unprepared party with Megaflare. I thought about playing it, but then the Internet (and my insistent husband) suggested I start with Final Fantasy: The 4 Heroes of Light, which is apparently a spiritual prequel. I can’t comment on any of that because I’m too busy sinning to know any better.

The 4 Heroes of Light begins like many other RPGs: Brandt, one of our heroes, awakens on his fourteenth birthday and must present himself to the king for his introduction into manhood. He soon discovers that the king’s daughter, Aire, has been kidnapped by an evil witch. He joins fellow heroes Jusqua and Yunita to defeat the witch and save the princess, the fourth hero of light. After that brief story beat, everyone in Horne gets petrified, and our four heroes must set off to find a cure for the curse and unravel the mystery behind it.

While The 4 Heroes of Light is considered a spinoff, it shares so much of its DNA with its inspiration that it feels like a natural continuation of Final Fantasy V. That’s not a complaint: I recently played FFV and enjoyed its characters and job system, which is a boon for me because 4 Heroes of Light uses a similar system but with crowns. These crowns are usually awarded by a crystal (another callback to its progenitor) after you complete a story beat, but you can find some by completing mini-games or challenges.

The 4 Heroes of Light‘s crown and battle mechanics are flexible and allow for a ton of customization and optimization. Much like equipment, each crown also changes the in-game appearance of the character who wears it, which is a nice touch. I like the ranger’s fluffy trapper crown and the black mage’s oversized top hat. Dapper and effective? Yes, please!

Brandt stands around looking confused in his hometown of Horne
The quaint farming town of Horne is an inviting hamlet.

Unlike FFV4 Heroes of Light‘s crown system relies on gems, not experience. Defeated enemies drop various gems, which you use to upgrade your crowns. Each job has a starting passive ability, like the white mage’s, which reduces the AP cost of white magic. Any character can wear any crown at any time, and upgrading one unlocks battle abilities. These abilities, of which you can equip up to six, include offensive and defensive magic, support moves, and others. Abilities are locked to each crown for each character, although there is a crown that lets you mix and match learned abilities like FFV‘s freelancer. Magic books, which confer spells and can be equipped on anyone regardless of their job, make up most of the game’s magic system.

While the crown system differs from FFV’s, it’s still accessible and familiar. The same cannot be said of 4 Heroes of Light‘s battle system, which uses ability points. Each character can have a maximum of five points, and every command uses a specific number of points. Characters gain one AP every turn and can use the boost command, which also acts as a defense command, to regain extra AP. I’m told the battle system in Bravely Default expands upon 4 Heroes of Light‘s AP system. If that’s true, then sign me up because it works brilliantly.

The boost and AP mechanics create a risk/reward system for every fight. You can burn off all your AP using your most effective moves, but that means entering the next battle with fewer AP. And since developer Matrix Software designed 4 Heroes of Light as an homage to old-school Final Fantasy, it’s hard. Frankly, it’s brutal. It can be system-throwingly frustrating. Enemies, especially bosses, will quickly batter you to death. They often attack multiple times per turn, use devastating multi-target abilities (with various status ailments), and even defend against certain elements. And they have ridiculous amounts of HP.

Surprisingly, the solution is not grinding. Bosses appear to level with you, and grinding offers diminishing returns, especially in the late game. The solution to a troublesome section or boss fight is using crowns and abilities effectively. I often thought of boss fights as puzzles, and it’s been a long time since I’ve been this challenged by an RPG. And despite how frustrating it can be, 4 Heroes of Light is worth playing for this battle system alone. It is turn-based perfection, and I want more of it.

Brandt stands alone on the overworld in Final Fantasy: The 4 Heroes of Light.
You’ll be traveling by foot until you make some friends.

Likewise, the game’s presentation is a sumptuous feast for the eyes and ears. Its cel-shaded, storybook-style presentation is immediately captivating. While it might sometimes look a tad blurry, this style gives the world a distinctly impressionistic feel. There are all kinds of subtle details to enjoy: wind blowing through wheat fields, moonlight drifting through windows, and the gentle flow of shimmering water, for instance.

Unlike many retro or retro-inspired games, every town has its own distinct style, history, culture, and people, and exploring every nook and cranny is a joy. Horne looks like a quaint farming hamlet, while Liberte’s marble-sculpted buildings accentuate its position as the artistic center of the world. It’s fun (and wise) to talk to everyone multiple times and at certain times of the day. You’ll learn valuable tidbits—for instance, gems are also your primary source of gil, which I didn’t realize for far too long. It… pays… to pay attention, especially in retro-inspired games that refuse to hold your hand.

There’s a surprising amount of detail everywhere, and I often stopped playing to take it all in. The creatures are also well designed, straddling that classic Final Fantasy line between “haha” and disturbing. The Cu Sith monster is a flying dog that pees on you to lower your level. Meanwhile, Beelzebub is a revolting, slack-jawed, crown-wearing octopus that’ll squash you with its tentacled body.

I’d be remiss not to praise Naoshi Mizuta’s soundtrack as well. I honestly struggle to choose my favorite melody: the triumphant trumpet-leading opener, the peaceful waltz of Horne, the energetic battle theme, the determined final dungeon theme with its ominous rhythm—it’s all so good. If you’re a fan of Final Fantasy music, you owe it to yourself to check out this soundtrack.

I’ve spent most of my time thus far praising 4 Heroes of Light, and with good reason; however, several head-scratching design choices prevent it from reaching the upper echelon of excellent Final Fantasy games. For starters, you spend the first half of the game switching between party members as they all go their separate ways in service to their own ends. That’d be fine if there were a compelling narrative reason beyond “our heroic youths are rebellious and want to do their own thing.” Constantly splitting up the party, especially at the beginning, makes an already challenging game even more difficult. I can’t tell you how often I died when I only had one character. You can’t acquire a ribbon until much later in the game, and status effects like confusion or sleep will devastate one or two members. I died way more in the early hours than I did in the end.

Once you reach the game’s halfway point, you’ll have all four heroes for the rest of the game. That’s great, except a story event forces you to retread all the locations and dungeons you just played. The dungeons don’t change, but the bosses are new and pack a punch. The dungeons’ designs are… fine. I appreciate that they aren’t giant labyrinths, but nothing is noteworthy about them, either. On the plus side, that makes your return trip through them easier. There are several new dungeons to explore in the late game, but the game wraps up quickly after the backtracking phase.

You also won’t be playing for the narrative, as it’s reminiscent of Final Fantasy III — a classic good versus evil story with few surprises. The bland characterization doesn’t help matters. Each character falls into one archetype (Brandt is selfless but naïve, Aire is selfish, etc.). They learn to be better people through their separate journeys and understand the power of friendship by fighting together. It’s enough to drive you from one destination to the next and nothing more.

Brandt fights a cute violin-playing flower monster.
It’s cute until it hits you with sleep and confusion, then stabs you in the face.

There are few side quests or reasons to explore outside the main quest line, which is disappointing. Four towers become accessible in the late game, each with a crown at its peak. These 100-floor towers are an absolute slog. On each randomly generated floor, you fight monsters, open the occasional chest, and search for the stairs. Bosses appear at set intervals, and if you thought the regular bosses were challenging—ha! I made it to floor 60 in the first tower before I gave up. It was a grindy, unfun way to spend my time, and the rewards didn’t seem worth it. I would have loved to play with more crowns, but by the time the towers are accessible, the game is almost over, so what’s the point? I wish these dungeons weren’t randomized and served a narrative purpose.

The game’s final dungeon also pulls a Mega Man and forces you to fight stronger versions of the bosses you just spent all that time backtracking to fight. To say this disappointed me is an understatement. I honestly almost gave up when I realized that I had to fight them all again. It’s frustratingly tedious, and something else happens that makes it even worse, but I’ll save that awful surprise for the uninitiated.

Item management is also a chore. Each character can only hold 15 non-stackable items, including their equipment. Each town has a storage shop for your extra stuff, but you can only access it while in town. The limited inventory means you’ll spend a lot of time shuffling items around to make room for new ones. It’s a serious pain for magic users because magic books are also items. It also makes those sections in the early game worse when you only have a single character.

Oddly enough, 4 Heroes of Light also includes a multiplayer mode. I tried it with my husband for a few hours. When you join a party, one of your characters replaces one of theirs. Your status, job, and equipment carry over. I think you can technically play the entire game together. It’s fun in short bursts, but I question its long-term potential. On the plus side, you earn points for playing together, which you can redeem for potentially overpowered equipment. I snagged a +30 bow that helped me out of multiple snafus.

The host leads the party, but any player who joins (up to four!) explores separately. You can’t leave an area, but you can send your other players to map out a dungeon floor ahead of time. During battles, players control their own characters, which requires coordinating with your team. Unfortunately, since a joining player replaces a character, you can’t play multiplayer when you have a one-character party. Those periods don’t last long, but having a partner join certainly would have alleviated some of the frustration. It’s no Dragon Quest IX, but it’s a fun way to mix up the gameplay, and you get some nice items out of it, too, even if the system is undercooked.

Final Fantasy: The 4 Heroes of Light is a natural evolution of classic Final Fantasy. Its sublime battle system, gorgeous art style, and riveting soundtrack will quickly hook any retro RPG fan. And while it can feel unfair sometimes, I couldn’t put it down. And yet, it feels like it could have been so much more. A lackluster story, recycled content, and an oddly small world hamper what could have been a standout RPG experience on a system that’s already full of them. I want a bigger world, a better story, and more opportunities to play with this battle system. Is that what Bravely Default is? I may find out and redeem my credibility someday. Check back in a few years!

  • Graphics: 85
  • Sound: 90
  • Gameplay: 75
  • Control: 75
  • Story: 65
78
Overall Score
(not an average)

About our grading scale

Review by · March 10, 2024 · 4:00 pm

As a child of the 1980s, I spent my youth watching The Smurfs, Snorks, Fraggle Rock, and other assorted programs featuring communities of fantasy beings in imaginative worlds. By that line of thinking, my childhood self would have liked Yordles — a race of adorable, vividly colored, magical beings from the League of Legends universe. Yordles live in Bandle City, an enchanted realm consisting of several floating islands connected by teleportation portals. With my inner child’s curiosity piqued, I decided to check out the Yordle-centered crafting RPG Bandle Tale: A League of Legends Story. Familiarity with League of Legends is not needed to play Bandle Tale, but those in the know will enjoy plenty of references.  

Bandle Tale‘s pixel art visuals look stunning in still screens and in motion. The delightful Yordles and their vibrant world feature lush, vivid colors and tons of smooth animations. There aren’t many locations, but each one is unique-looking and packed full of details. Bandle Tale‘s setting encourages you to stop, smell the roses, and allow each location’s vibe to envelop you. The graphics are easily Bandle Tale‘s crowning feature.

The whimsical yet complex music is good but doesn’t quite match Bandle Tale’s visual splendor. While the compositions are reasonably engaging to listen to without getting too repetitive, there aren’t enough of them. I would have liked a distinct title screen theme and greater number of unique location themes, to give a couple of examples. More compositions would have added variety to the soundtrack.

A delightful location in Bandle Tale with some pumpkin(ish) houses and flowing water.
Bandle Tale’s visuals are absolutely delightful.

Bandle Tale puts you in the role of a curious Yordle (whose appearance you customize) that just finished a century-long knitting apprenticeship in Yarnville, one of Bandle City’s outer islands. You want to celebrate by attending a massive party happening in Bandle City’s hub, but your stodgy mentor Gramps forbids it. Not to worry, because your clever friend Clover sneaks the two of you out of Yarnville and into the party. Once at the party, you help the host, Ozzy, with some last-minute preparations for the party’s grand finale. Unfortunately, it goes awry and a massive explosion destabilizes and obliterates the transport portals, leaving many Yordles high and dry. To make things worse, the unstable portal claims Ozzy and Clover. The quest to restore the portals and save your friends through the power of knitting is afoot.

Despite the dire situation, Bandle Tale lacks any sense of urgency to drive it. The world is in chaos and your friends are missing, yet the overall vibe is laid-back. Perhaps too laid-back. That mismatch between a desperate save-the-world plot and the overly relaxed slice-of-life storytelling jarred me. There were some cute, if shallow, plotlines, but those felt more like disjointed vignettes than a fully cohesive story. Brief storytelling snippets only occur between lengthy periods of play, so those expecting a compelling narrative could be disappointed. 

Bandle Tale features no combat, as the game’s premise is that a fractured world is stitched together by a newly anointed knitter. The focus is on crafting, so the gameplay revolves around gathering raw materials, refining them, and transforming them into objects and resources to cultivate land, rebuild communities, and reconnect the world through various crafting quests. It’s helpful to adopt a point-and-click mindset rather than an RPG one for Bandle Tale.

Screenshot of Bandle Tale: A League of Legends Story, with characters situated in a colorful little outdoor market space.
There is a time and a place to party: always and anywhere!

Yordles’ emotional bonds with others fuel the magic used to connect the islands of Bandle City, so a large part of physically connecting the world is bringing communities together via pop-up food stands, parties, and other events. Yordles love to party, so Bandle Tale’s goal is to throw the most epic party in all of Yordle history to generate enough positive emotional energy to fully restore the broken portal system.  

Bandle Tale plays best in small doses rather than marathon sessions since its gameplay gets repetitive, and progression often drags over its lengthy 40+ hour course. When elements fell into place and I got into a good rhythm, Bandle Tale was decently fun. Unfortunately, those moments were few and far between. Doing various tasks or unlocking the prerequisite skills to do so often took longer than necessary. I sometimes invested points into skills I thought were cool but were not needed to progress, so I frequently got stuck. I knew what I needed to do to get unstuck, but unlocking the “right” skills and earning skill points to allocate were tedious grinds. It didn’t help that additional gameplay systems stacked on top of each other throughout the game, making otherwise straightforward crafting tasks needlessly convoluted. That said, diligent players willing to invest time into learning the systems well enough to exploit them can find workarounds.

I played using a gamepad, and the control scheme worked fine for me. I needed to learn the interface and get used to the controls, but once I got my sea legs, I fell into a decent groove. Ironically, I found the mouse and keyboard controls more awkward than gamepad controls when, upon first glance, Bandle Tale seems like it would function better with a mouse and keyboard scheme. Unfortunately, there is no way to change the button mapping.

Teemo makes an appearance in Bandle Tale.
Characters from League of Legends proper say “hi” in Bandle Tale.

The menu interface could use some refinement as well. For example, equipment, items, and raw materials all exist in the same inventory. Separate categories would have kept the inventory more organized. A quick way to switch between the various multi-tools you can equip for material gathering would have been nice too. While I’m at it, multi-tools that don’t break would have been great because breaking a multi-tool while gathering materials and then having to make a new one is not fun.    

Bandle Tale: A League of Legends Story has lovely visuals and some solid ideas, but felt like an overlong rough draft in need of editing before going to print. I needed to call upon all my patience and perseverance to get through Bandle Tale. There were even times when I had to step away from the game for a night or two and return to it with a fresh mind. Spurts of fun were flanked by lengthy stretches that dragged, making playtime feel artificially padded. If Bandle Tale were shorter and more tightly focused, it would have been a more pleasurable experience with fewer lulls and more cohesive storytelling. Bandle Tale may not be perfect, but Bandle City and the Yordles are a wellspring of good multimedia material, so I hope to see more Yordle-centered League of Legends material in the future.

  • Graphics: 90
  • Sound: 75
  • Gameplay: 62
  • Control: 68
  • Story: 60
71
Overall Score
(not an average)

About our grading scale

Review by · March 8, 2024 · 10:00 am

To say that the announcement of Unicorn Overlord left me in complete disbelief would be an understatement.

Vanillaware announcing any new game is exciting. The first moments of the Unicorn Overlord reveal trailer made me wonder what type of game they were announcing. 13 Sentinels: Aegis Rim was a success; it would make sense to make another story-driven game with branching paths. Vanillaware is also well-known for action RPGs, and it’s been a while since they developed a new one—surely it was time.

The moment passed, and all my expectations lay in ruin as the trailer revealed a strategy game in which you command squadrons of characters on a real-time battlefield, engaging in turn-based battles with enemy squadrons. I could not believe what I was seeing. Vanillaware defied all logic and did something no one had ever done—they built the spiritual successor to one of my favorite games of all time, Ogre Battle.

I discovered Ogre Battle 64: Person of Lordly Caliber as an RPG fan playing exclusively on a console famous for not having RPGs. I spent hundreds of hours experimenting with different armies and exploring how the story changes according to my actions; I always have an Ogre Battle 64 file ready to play. After all, there has never been another game like it—until now.

Unicorn Overlord begins with the Kingdom of Cornia under attack. Queen Ilenia entrusts the safety of her son, Alain, to her trusted knight, Josef, as she makes a doomed last stand against her former general turned traitor. Josef secretly raises Alain to be a knight, and ten years later Alain leads the Liberation Army into Cornia to reclaim his homeland and all other nations from the clutches of the evil emperor subjugating the entire world of Fevrith. You play as Prince Alain and lead the Liberation Army as you reclaim lost territories one region at a time.

This story probably sounds familiar. Lost royalty, evil empires, and rebel armies are standard in fantasy worlds and tactical RPGs such as Fire Emblem. Thankfully, the story leaves the homage behind after the initial setup and begins charting its own path, but it is slow to start. Some of the early story beats had me rolling my eyes at how dull (or even lazy) the story direction seemed. As I continued liberating additional regions, the story slowly unfolded to reveal more going on than I initially thought, assuaging many of my concerns.

Even so, I enjoyed the smaller local stories more than the main plot. The numerous optional side missions explore local events like famine and plagues, and you learn how the peoples in each region of Fevrith cope with imperial rule. Many side stories introduce the friends and family members of characters fighting in your army, and helping them further adds to the feeling of reclaiming lost territory. The narrative decisions within these guests do not feel as complex as some other tactics games, but they encourage repeat playthroughs to see the different outcomes.

Josef, a Paladin on horseback, attacks a soldier defending a church.
Watching the battle animations never gets old, but skipping the animations for simple or unimportant fights saves a lot of time.

As expected from any Vanillaware game, the story and battles are presented in their signature hand-drawn character art, displayed against beautifully painted backgrounds. Dialogue scenes display simple animations as characters speak and react to the moment, but I noticed the camera would often cut away before big moments requiring unique animations. Presumably, that is because their animating talent was instead put to good use perfecting the battle animations.

The battle scenes are some of the most gorgeously animated I have ever seen. The opening moments demonstrate what to expect from the late game. Watching a full squadron take down enemy counterparts while lightning flashes around you is incredible to watch, and it was exciting to see my fully developed characters in similar scenarios later in the game. The visual designs for characters and classes are distinct and memorable. I was almost more excited to see what a new class looked like than to see what abilities the class would bring to the battlefield.

The game’s opening moments become more memorable through excellent music. The song played at the beginning of the game might also be the best track, which unfortunately sets an expectation that most of the soundtrack cannot match. There are some other standout tracks throughout the game, but the music is mostly inoffensive and serves to make the best tracks stand out more.

Alain decides weather to recruit or execute his opponent at the end of a battle in Unicorn Overlord.
Story scenes can present tough decisions that alter the story’s outcome and potentially offer you new recruits.

Story scenes outside of battle are fully voiced with solid performances across the board. Poor voice direction can weaken stories of war and liberation more easily than other narratives with less weight, and I was pleased that the cast was up to the challenge. Dialogue during battles and on the overworld is not voice-acted. This is a smart decision for most battle situations, but omitting voice acting for the overworld character-to-character “rapport” conversations (this game’s version of Fire Emblem support conversations) makes them feel less important even though they contain much of the individual character development.

Unicorn Overlord excels the most in stage and systems design. Vanillaware has given strategy fans of all skill levels an incredible tool kit that encourages diving deep to find your perfect style, with an abundance of unique opportunities to try out your new strategies in different scenarios. If you are not interested in deep experimentation and just want to see the game, the system designs respect your time by allowing you to ignore the details and automatically optimize your army or adjust the difficulty settings at any time if you choose.

I am certain the team took extra care designing these systems because Unicorn Overlord reintroduces a style of tactics gameplay that is likely brand new to most players. Fans of the Fire Emblem series and other recent tactics games like Triangle Strategy and Tactics Ogre: Reborn will find a lot of shared DNA here, but the character customization options and moment-to-moment gameplay of Unicorn Overlord are very different from familiar grid-based tactics games.

The removal of the grid is the first big difference; characters move freely in any direction. Characters also move in real time instead of instantly moving between positions on the battlefield in a turn-based fashion. Adding real-time strategy elements to mission design makes battles feel very different from grid-based games, but Unicorn Overlord is not a traditional real-time strategy game.

Alain prepares to fight an enemy squadron of Gryphon Knights during a castle seige.
Squadrons follow your commands in real time, but turn-based combat begins when you meet an enemy squadron.

What most sets Unicorn Overlord apart from Fire Emblem and its contemporaries is that you command squadrons of characters, not individual characters, and those squadrons battle enemy squadrons in a traditional turn-based manner—not in real time. This blend of real-time with pause and turn-based strategy is a unique approach that simulates large-scale battles in a way other tactics games cannot. Because you can pause the action, commanding units is never stressful or hectic the way a traditional real-time strategy game can be when battles become difficult.

Most of Unicorn Overlord‘s playtime involves completing quests, which are large battles against enemy squadrons. Exploring a traditional RPG overworld allows you to discover quests. This is a surprising innovation because every strategy RPG I have ever played has some variation of a large map where you select the next mission, consider optional missions, or revisit old areas to complete side quests and buy items. Unicorn Overlord throws out that system entirely and replaces it with a seamless world you can traverse with few limitations. Main quests block some exploration, but you can discover and then run past many side quests to return to them later or complete them in any order.

That said, the overworld is more than a glorified battle-selector. It is full of towns for purchasing items, forts for upgrading your army or hiring new recruits, and hidden secrets and resources to gather. Exploring the areas around each mission is helpful because battles take place on the overworld map exactly where you discover them. Fighting in close quarters around a single town requires a different strategy than a large battlefield where your troops may be marching a long distance. Even quests that did not introduce new mechanics surprised me with combinations of familiar tactics.

Alain rides past a fort while on horseback.
The inclusion of a traditional overworld feels like a genuine innovation that I hope becomes a new standard for strategy games.

The terrain is usually viewable before you begin, but the battles vary further with siege weapons, weather effects, and other stage-specific elements that you won’t be able to prepare for ahead of time. The enemy might have set the area on fire or installed siege weapons in a field of thorns, or the area could be prone to sandstorms or full of geysers. I was regularly surprised by what each stage had to offer, and I enjoyed adjusting my unit formations and general strategies accordingly.

I was initially not thrilled by the inclusion of time limits during each quest. Its inclusion makes sense after learning how all the gameplay systems work together, but I was still concerned until I completed several quests. I was worried that the only viable strategy would be to rush toward the boss as quickly as possible to beat the timer, but thankfully, that was not the case. Unicorn Overlord is real-time with a pause button, so the timer stops while you make a plan, issue commands, or watch a battle. Even so, the existence of a timer at all can cause stress for some players, and I wish they had included an option to remove it on the easiest difficulty.

When your squadron and an enemy squadron meet on the battlefield, a battle begins. Before the fight, you can change your formation, adjust your equipment and skills, and use items. Taking your time to plan ahead is expected because once the battle begins, your input in the outcome is already decided. Battle animations play automatically following the instructions you provided beforehand. Characters take turns using their abilities and a winner is determined based on the remaining HP of each squadron; the loser is knocked back and temporarily stunned on the battlefield.

I find great satisfaction in making a plan, winding it up, and then watching it go. Many of my favorite RPGs use these types of systems that are smart enough to work independently with minimal input. However, this can be a dealbreaker for some players who prefer a more hands-on, in-the-moment approach. Despite this, the game is not an “auto-battler.” You are always in control of what happens. You have simply made those decisions at a different point in the process than you would in a game like Fire Emblem. Vanillaware’s combination of class design, formations, equipment, and skill priorities creates a system with nearly infinite possibilities.

The status screen for Alain's squadron that contains Alain, a knight on horseback, and an armored hoplite with a large shield.
Even early in the game, the variety of formations, skills, and equipment encourage experimentation.

Unicorn Overlord has more than 70 different classes that all feel unique and useful. Even classes I was not especially fond of ended up in my squadrons for unexpected situations where they were the best solution to the problem. The freedom to change your strategies at any moment encourages experimentation and enables unexpected strategies. Changing equipment to activate different skills or changing your formation to adjust attack patterns can turn the tide of a difficult battle.

I cannot overstate how much I enjoy Unicorn Overlord, but it is not a game that everyone will enjoy. Even with accessible difficulty options, there are still several systems to manage. If you enjoy Fire Emblem, make sure you give Unicorn Overlord a chance—try the demo. Personally, I believe this is one of the best strategy games released in a generation. You can play Fire Emblem, Triangle Strategy, and Tactics Ogre, and each one will give you a great strategic experience, but no modern games play like Unicorn Overlord. The experience is unique for everyone who plays it, every time they play it. The replay value of Unicorn Overlord cannot be overstated; there are multiple difficulties, multiple story paths, and more items, characters, and classes than you could ever properly appreciate in a single playthrough. In short, Vanillaware has created the spiritual successor to Ogre Battle and surpassed its inspiration in almost every way.

  • Graphics: 95
  • Sound: 85
  • Gameplay: 100
  • Control: 90
  • Story: 85
92
Overall Score
(not an average)

About our grading scale

Review by · March 7, 2024 · 11:00 am

Over the last five years, turn-based RPG fans have been blessed with a range of options on PC. The recent commercial and critical success of Baldur’s Gate 3 has shifted the genre back to the mainstream, with many gamers keen to explore similar offerings. Tiny Trinket Games developed their single-player entry, Zoria: Age of Shattering (Zoria), over the last seven years, with the small team recently moving to full-time work to complete their opus project. While it does not reinvent the genre and stumbles on style and presentation, Zoria is a bright and breezy tactical RPG offering a generous helping of character options, oodles of colorful loot, and an added flavor of survival and base-building mechanics.

The game begins with the customized creation of the player avatar, Captain Witherel, before selecting a class from nine available options. Class choices are rooted in genre staples, including the slow-moving Sentinels, who can absorb immense damage, or Rangers, who can operate more effectively at range, lay traps, and pin down opponents. Each class has a varied ability tree to upgrade as they gain experience and level up. In a more unique twist, they also have abilities that interact with the map during exploration.

From here, the story opens with an illustrated montage: The nation of Iziria seeks to violently occupy the kingdom of Elion and is close to victory. The Izirian use of forbidden Death and Necromancy magic seems to give them an edge, and it becomes the Captain’s mission to hold the Elion line and turn back this tide. The story is nothing spectacular, but it does tell a narrative that goes deeper than geopolitical conflict, and the cosmic revelations towards the latter end offer a different spin on the rural, high-fantasy world it begins in.

To complete this mission, the Captain and up to four followers (who can be recruited throughout the story) explore area maps in real-time, journeying to sites of interest and undertaking main and side quests. Some areas of the map are only accessible to specific classes, so this adds a gentle persuasion to expand your team and try alternative party formations. The followers do have some personality, but it is limited.

Zoria is a brightly defined world at the standard zoom level, but it’s not unique compared to other rural, high-fantasy settings. It contains several biomes: grasslands, ancient keeps, crystal caves and suchlike. Even with incidental details and scenery, they are not inspired nor do they display eye-catching style in the same way as The Iron Oath or Ruined King: A League of Legends Story. Characters and creatures are also painted in lush, primary colors, although their design does not push the boundaries of the genre either: wolves, bandits, and golems are the expected sort of enemy fodder.

A player character navigating through some dark trees in a top-down view in Zoria: Age of Shattering.
We’re going on a bear hunt. We’re going to catch a big one.

Combat smoothly switches to turn-based using a gridless map and two-action economy system. Battles are quick and don’t bother with specific victory conditions or annoying escort or timed missions — it’s all purely a fight to the death. At this point, class abilities are used frequently, as well as characters’ underlying statistics, such as strength or magical attack. Abilities are not flashy or cinematic, and graphical effects are pretty low-key. Magic abilities require mana, while others require Focus gained by using basic attacks and fighting continuous battles. The more the party engages in combat, the more fatigued it becomes, which reduces character stats significantly. Resting at camp reduces fatigue, assuming the party has enough supplies. This means regularly rotating your formation is a key strategy in this aspect too, and even more important considering how valuable supplies become in the other core systems of the game.

There is a unique kink to this approach. As combat initiates from a real-time map with enemies freely moving around, it is simple to lure a single mob member to a quiet corner of the map and pulverize them. Rinse. Repeat. I realized that I could lure over individual enemies for most of the combats in the game, aside from a few set-piece battles if I so desired. But this soon becomes a more thoughtful choice between lots of small, fatigue-draining combats or larger combats luring in more foes. In these battles, where I was trying to save on having to rest too often in order to use supplies and consumables elsewhere, the full range of character abilities came into play and the game felt most tactical.

A character luring several enemies at once into combat in Zoria.
Shoulda just took ’em one at a time round the back…

Looting, upgrading, and crafting items is another central system in Zoria. A massive array of options should appeal to those who love working a good stat boost. In some ways, it’s almost too much. The amount of loot lying around the very first map area and available after the very first combat is significant, and it never stops. Everyone drops loot. Everything. Most barrels have something useful lurking within. Crystal formations stand silently, waiting to be harvested. Mushrooms await. Coupling the sheer amount of loot and craftable items with the fact that every weapon or armor piece is uniquely named, statted, and rarity-coded, this approach becomes genuinely dizzying. There’s undeniable fun in knowing that every combat drops something that might be useful, and this design choice only adds to the larger-than-life approach the game takes. But still, if you’re not into the fastidious organization of many item types and the accompanying storage faff, this may not be your bag.

The options don’t end there. In short order, the Captain gains access to a fort that offers free resting, a place to craft items, and different buildings to upgrade. These are standard fantasy tropes: an inn that unlocks cooking recipes or an alchemy lab that unlocks more advanced and powerful consumable mixtures. There’s even a missions board that followers not currently in the party participate in to gain experience and acquire rare resources. Building upgrades require a team of specific classes to research in real time, reinforcing the need to gain and use a range of followers. The whole raft of improvements links cleverly with the survival systems. Upgrades and missions require supplies and money, which puts a further choice on how much you portion these precious basic resources.

This push and pull of timed systems and portioning of supplies and money offers Zoria’s most strategic aspect. I need supplies to complete follower missions and to build my fort, but I also need them to heal and rest when I’m out exploring. Or I need my Focus to be high and want to make use of my timed stat buffs when I’m out in the field, but the longer I spend wandering around, the more I lose these benefits in combat. It can get even more compelling: maybe there’s a nearby Shrine to buff my stamina — do I take the risk of using it now to complete a quest using a semi-battered party, or do I leave it and rest, losing all my stored Focus and buffs? Heck, do I even have the right follower to activate the Shrine? Do I head back to the fort to think again?

This risk/reward dynamic adds originality to the game that isn’t found much elsewhere in the genre, and it’s a design that offers a level of choice in how players address the game and what balance of priorities they want to give to their fort, item crafting, and their combat readiness. It’s perfectly viable to focus on keeping your core party rested and not focus on your fortress or crafting. Equally, you could pour everything into having the widest range of followers leveled up and equipped and avoid having to rest too often by using them more frequently. It also makes onboarding for those newer to the genre very welcoming; you can’t really go too wrong on the easiest difficulty playing the game your way.

Inside a dim building with a few bright blue lights and big structures to the front, left, and right in Zoria.
A rarity: no loot on screen.

Some issues hold Zoria back. Combat selection can be fiddly, both through the hotbar and enemy selection in combat. This is compounded by a smallish default text size with no way to resize it. There are other odd choices too, such as how you can highlight interactive containers and switches but not enemies, some of whom can be difficult to see in the darker maps. Inventory management could also be improved — while there’s a handy tab for each character to show equippable items, the selection does not default to this, and considering how much loot there is, this is a lot of extra clicks.

These quirks also extend to the general presentation: past chapter summaries in the game journal disappeared for me, and unsolvable quests remained in my ‘incomplete’ log. There are occasional typos and awkward sentences in the dialogue, and the fact that this is only partially voiced (sometimes stopping midway through a character’s single spoken response) makes the effort feel abrupt. The narrator voice offers the most consistent approach, but even this has sections that are left silent. Music is also largely bombastic and pretty uninspiring; you can pretty much guess the scoring for the gloomy caves, misty swamplands, and besieged fort. It all served to take me out of the game world after dozens of hours rather than absorb me in it.

There are other odd logic presentations to consider: friendly NPCs exist in the world, but if you initiate combat in their proximity they will remain oblivious. This includes your military. The party can be running from a horde of chasing enemies and still access a merchant along the way for as long as is needed. And these dudes never stop chasing. Any lured enemy stays with you for as long as you want to click. Again, it took me out of the world and offered a reminder that the nicely crafted scenarios and interactivity with the story would only go so far. I get that Zoria is not aiming to be a fully interactive RPG, and that combat takes precedence, but logic like this just seems off.

Overall, Zoria: Age of Shattering is an engaging tactical RPG with a few drawbacks involving its presentation and graphics. It offers a wide range of player choice and class synergies, and the survival mechanics add to this. I had to genuinely think hard about prioritizing party survival, creating new weapons/armor, or upgrading my fort. Tiny Trinket Games is a small indie team working in a complex genre, and I hope to see them accomplish more in the same vein; their passion is palpable. Zoria won’t shatter your expectations, but it will meet them if you relish the clever interplay of turn-based combat, survival, and crafting systems.

  • Graphics: 76
  • Sound: 76
  • Gameplay: 85
  • Control: 82
  • Story: 79
81
Overall Score
(not an average)

About our grading scale

Review by · March 6, 2024 · 12:00 pm

We shine a spotlight onto the things we love to display them to the world. We show them off in hopes that others can see the same great features we see in them. But light also reveals imperfections, the hairline cracks and subtle chips that may otherwise have gone entirely unnoticed before. In this way, the Apollo Justice: Ace Attorney Trilogy collection celebrates the second mainline Ace Attorney trilogy following Phoenix Wright’s original games. In its celebration, it manages to be the most cohesive way to play a charming but not entirely cohesive set of games.

The three games in this collection are Apollo Justice: Ace AttorneyPhoenix Wright: Ace Attorney – Dual Destinies, and Phoenix Wright: Ace Attorney – Spirit of Justice. Right away, the lack of cohesion is apparent: much of Apollo Justice: Ace Attorney’s plot centers around Phoenix Wright’s departure from the legal trade, passing the torch onto the titular Apollo Justice. Yet Phoenix makes his questionable playable return in Dual Destinies, quite arguably to the detriment of Apollo and new attorney Athena Cykes, as he limits their—and especially Athena’s—chances to shine. Other plot threads instigated in Apollo Justice, such as the matter of Apollo and Trucy’s mother, are also never resolved in the subsequent games. Such unresolved issues are egregious on their own, but become much more obvious when playing the games in succession.

Individually, the games are narratively sound, although Apollo Justice feels a little held back by its measly four total cases. Spirit of Justice’s high points, including some much-appreciated Trucy focus and the absolute beast that is Dhurke, are among the series’s best. Its low points are also there, including a lack of emotional investment towards the final boss, but they never reach the level of exasperation and irritation as something like Justice for All’s Turnabout Big Top case. Apollo’s infamous ever-growing arsenal of backstories is also definitely more egregious when playing the games back-to-back, but it’s not as if Phoenix himself didn’t get an addendum to his own backstory in the final game of the first trilogy.

An Apollo Justice: Ace Attorney Trilogy screenshot of Phoenix Wright speaking. His text box reads, "I'll defend him!"
While Apollo should be the main character of this trilogy, Phoenix unfortunately takes the spotlight off of him and, even more tragically, Athena.

Aside from Phoenix getting in the way of Athena’s character moments, one of the biggest drawbacks of Dual Destinies’ storytelling comes from its awkward gameplay choice to limit “examining” only to crime scenes. The typical Ace Attorney gameplay loop of examining crime scenes and taking the discovered evidence back to court remains solidly intact throughout the second trilogy collection. The catch, however, is that Dual Destinies removes the option to examine the environment at any time. A big part of the original Ace Attorney trilogy’s appeal stems from Phoenix and Maya’s banter as they examine both relevant and irrelevant details in the world around them. Dual Destinies’s lack of interaction plays a big role in why the game feels short compared to its sequel and why Athena doesn’t feel as fleshed out as Apollo and Phoenix. The odd exclusion stands out even more when placed clearly between two games that do offer examination outside of crime scenes.

Another gameplay point the second Ace Attorney trilogy is notorious for is introducing new cross-examination “gimmicks” with each title. Separated or in succession, this point is flagrantly obvious in Dual Destinies and especially Spirit of Justice, when the new mechanics start to step on the toes of preceding ones. The result is that the games, already effective enough in their simplicity, start to feel bloated with extraneous elements. On their own, these gimmicks are inoffensive, such as Spirit of Justice’s Divination Séance. The Divination Séance displays the deceased’s final moments through their perspective, allowing players to compare and contrast the memory with their evidence as part of the process of proving their client’s innocence.

The Divination Séance only occurs in the Khura’in trials. Trials set in good ol’ Japanifornia enjoy the return of Athena’s Mood Matrix from Dual Destinies. With the Mood Matrix, players analyze cross-examinations for statements conflicting with the speaker’s emotions. This spin on the usual proceedings undoubtedly has brighter moments, such as when a student comes up with the most side-splittingly absurd lies possible to keep his secrets hidden. Seeing witnesses’ emotions also serves to give them an extra layer of humanity, strengthening the series’s character-focused storytelling. That, however, makes it all the more disappointing that it appears pushed aside in Spirit of Justice

An Apollo Justice: Ace Attorney Trilogy screenshot of Athena speaking while looking at her Mood Matrix. Her text box reads, "Did talking about Apollo give you some courage?"
Athena’s Mood Matrix is a fun gameplay addition that doesn’t have as much time to shine in the following game.

In Dual Destinies, where the Mood Matrix is the focus mechanic, the gameplay gimmick pushed aside is Apollo’s perceiving. In Apollo Justice, Apollo can perceive witnesses’ nervous habits during select testimonies to extract the truth they’re hiding. In subsequent games, perceiving takes place outside of the courtroom as part of the investigation sequences. Each of these features adds some fun and variety in cross-examinations or later investigations by allowing players to find testimony contradictions without using evidence. Evidence may be a key gameplay element from the series’s inception, but each of these gameplay gimmicks builds on a different innate feature instead: the series’s stunning visuals and bombastic animations. 

Visually, the Apollo Justice: Ace Attorney Trilogy games are in their peak, high-definition iterations that originally released on mobile devices. While each of the three games has their visual strengths, Apollo Justice is especially stunning. The 2D art gleams with fresh new life thanks to smooth linework and sleek shading. Even on the Nintendo DS, the clever character designs and expressive animations shine with the brilliance the series is well known for, but the HD glow-up enhances it all in a warm and welcome way. You can’t have too much of a good thing in this case.

The visuals of the following games have their own good points, although their less polished facets stand out when coming right off the heels of Apollo Justice. In a general sense, it’s a bit jarring to see the characters go from highly detailed 2D sprites with perfectly defined fingers and knuckles to the smoothed-over 3D models with their blocky hands. When it comes to specifics, characters designed for only two dimensions tend to have a rougher time transitioning into 3D. Front-facing Klavier and deep-in-thought, finger to the forehead Apollo are two of the most blatant examples of 3D “downgrades.”

Apollo Justice: Ace Attorney Trilogy screenshot of Klavier pointing. His text box reads, "Achtung, baby! Today, we play it my way!"
The devilishly handsome Klavier is at his best when in his home element of two dimensions.

The characters designed with the third dimension in mind have a much better time. Where 2D Ace Attorney shines with magical two-dimensional animations, 3D Ace Attorney follows up with an outstanding use of the new space allotted to it. Characters can now move around a 3D space for some of their animations, adding even more life and charm to the games. Spirit of Justice even includes a testimony entirely reliant on animation in a 3D space, further pushing not only what the Ace Attorney visuals look like, but what they’re capable of conveying in terms of gameplay. What’s more, the series’s iconic “breakdown” animations when a culprit is finally cornered can also make use of moving camera angles, adding even more flair and drama to the most thrilling moments. 

Exclusive to the Trilogy collection is the Animation Studio, a way to replay character animations and place their models or sprites into different backgrounds. This fun collection of the games’ art assets complements an additional concept art gallery and music player. The concept art gallery is a beautiful collection of the many pre-production art pieces that went into creating the trilogy’s beloved characters. The music player is another welcome addition, as the series’s fantastic soundtrack remains the steadfast underlying consistency between games. It’s all too easy to accidentally spend just as much time in the music player, which includes a couple of beautiful new arrangements in addition to the standard soundtracks, as you spend in-game. Small details, such as the main characters dressed up for a musical performance, add an extra splash of charm to the presentation that solidifies the game collection as a true celebration of the second Ace Attorney trilogy. And it’s a trilogy worth celebrating, even if it sometimes feels disjointed.

As a compilation of three games, the Apollo Justice: Ace Attorney Trilogy can’t be beat, as it includes plenty of fantastic extra features, including the DLC chapters and costumes for Dual Destinies and Spirit of Justice. On their own, each game of the trilogy has its high points, although Spirit of Justice hits them with more consistency than its predecessors. The trilogy itself is full of peaks and valleys, aiming for the moon and sometimes landing in the stars, other times getting completely lost along the way. Their less-than-spectacular spots are more apparent when displayed in rapid succession with each other, but that’s because their successes are just as prominent, drawing attention to each other’s weaknesses. Apollo Justice: Ace Attorney Trilogy’s celebratory nature may draw attention to the second trilogy’s flaws, but it also showcases its assets, from the visual to the auditory and, yes, even the narrative. For all its pros and cons, Apollo Justice: Ace Attorney Trilogy is the best way to play these great, albeit sometimes incohesive, games.

  • Graphics: 88
  • Sound: 95
  • Gameplay: 90
  • Control: 95
  • Story: 80
89
Overall Score
(not an average)

About our grading scale

Review by · March 5, 2024 · 9:00 am

In ancient times, a myriad of gods visited the mortal realm, bestowing their blessings upon devoted humans. Humanity forgot about the gods and their gifts, resulting in the disenchantment of many of the gods who left the mortal world behind for good. Only a few gods remain, with varying views on humanity and the current state of the world. In the Japanese indie otome visual novel Yukar From The Abyss, a strange turn of events leads to a young woman encountering some godly remnants. Will her encounters with these deities ultimately bestow blessings or curses?

Yukar From The Abyss stars Kurumi Oki, a woman moving from Tokyo to her grandmother’s rural Japanese home after losing her job in a toxic work environment. While trying to make the best of things, she falls asleep on the train ride back after catching up with an old friend at a bar, missing her stop. The last train station drops her in unfamiliar territory, and as Kurumi tries to make her way to a shelter, she encounters strange lights. Following the lights, she experiences supernatural occurrences of a godly nature, careening her down the path of four particular deities. How is Kurumi connected to this immortal realm, and can she survive her encounters there?

Kurumi Oki shares a moment with Li Huaisu in Yukar From The Abyss.
The artwork is gorgeous.

Based on Ainu mythology, Yukar From The Abyss is a straightforward visual novel experience. Those familiar with the genre and otome titles, in particular, will know what to expect regarding gameplay. You can skip through script text you’ve seen from previous playthroughs, which is a boon since the game lacks a story map. Fortunately, there are only four routes to get through, with three permutations to the endings depending on the player’s choices during the game. Each route is relatively short, at around four hours long, so the lack of a story map isn’t as detrimental as it could be.

Yukar From The Abyss is a concise VN that you can get through quickly, but it’s noteworthy that the quality and pacing of each route don’t feel lacking or rushed. The four main love interests all have fleshed-out stories to experience. The character development is phenomenal, especially if you get the excellent End 1 outcome for all four characters in which Kurumi and her chosen love interest stand on equal footing in a true partnership. These endings show Kurumi taking on more agency and even gaining a large percentage of power herself supernaturally and through choice. As stated earlier, the story is influenced by Ainu mythology, which makes for a unique storytelling experience. I wasn’t as familiar with Ainu mythology as I thought and greatly enjoyed exploring this fascinating and unique culture’s belief systems through this VN. Some of the routes, notably Kyril’s, delve deeper into Japanese history, too, and I appreciate those insights.

I even like the character routes that are antagonistic in the beginning, such as Moshirechik’s, who gradually develops from a haughty and self-centered character who struggles with controlling his emotions to someone with an understandably upsetting backstory who acknowledges his faults and tries to overcome them. This changing of opinions on characters stems from how believably they evolve and progress in surprisingly positive ways should you see their stories through, which isn’t something I can often say for those types of characters in other otome titles. Some side characters, notably the loyal Koshimpuk and the cheerfully helpful Upa, are also significantly fleshed out and likable throughout the differing routes. Kurumi herself is a great main character as well, with a lot of depth depending on the route.

Pewrep asking Kurumi some questions in Yukar From The Abyss.
Pewrep is quite the interesting character.

Visually, Yukar From The Abyss brings to mind stark scenery with many of its natural background vistas. The backgrounds are detailed and gorgeous, and the character art is beautiful and expressive for those characters who have it. I love the minute detail and intricate touches on the clothing for the characters based around the Ainu culture, and when the art showcases elements of nature in a character’s designs: for example, Pewrep’s bear ears or when Huaisu reveals some of his more birdlike qualities. It’s so good that I’m somewhat disappointed that certain minor characters get relegated to black silhouettes. The CG illustrations players earn depending on their actions are also gorgeous. Supernatural elements are presented visually in an almost painted fashion that compliments the mythological undertones of the plot, though there is an almost photographic realism to the backgrounds in particular. Special effects for fight scenes, such as an icicle wrapped in wind or bursts of flame against the screen, happen frequently. While they aren’t bad, they sometimes take you out of the story since they look more artificial than the drawn art and photograph-like images used for backgrounds. Overall, though, this is a very nice-looking VN!

Yukar From The Abyss’ soundscape is also lovely, with a musical score that perfectly fits the atmosphere and story. The instrumentation used for the songs emphasizes traditional sounds and effects, which fits with the story’s mythological themes. The main theme is particularly noteworthy in that regard. The only voice acting is for the four love interests, and their Japanese voice work is top-notch. You can hear the voice work in the game’s Switch trailer. The music in specific routes could sometimes drown out the voice acting depending on what was happening in a scene, but it wasn’t a significant issue. Because the voice acting is so good for the four love interests, I would’ve loved it if other prominent characters had voices, too!

Gorgeous menu art for Yukar From The Abyss.
The extras in their entirety.

There aren’t a ton of extras found in Yukar From The Abyss. You have the customary CG gallery for any illustrations you uncover during gameplay and a helpful dictionary that updates with new terms and information whenever necessary. The dictionary is especially great for those who want to learn about Ainu myths and culture. There are also character route scenarios where you can view the start of specific character routes and any of the three endings for a character uncovered. Getting an End 1 finale for a character unlocks an “After Story” segment in their scenario, which serves as a nice epilogue. Script-wise, the translation is well done, with only a few grammatical inconsistencies.

Yukar From The Abyss is a short, nicely scripted otome VN experience for either PC or Nintendo Switch. I enjoyed playing the game and especially love the story and character development that occur in pursuit of the “good” endings. Those who don’t mind romance intermixed with godly tales may want to give Yukar From The Abyss more than a glance.

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

About our grading scale

Review by · March 4, 2024 · 1:00 pm

Sometimes after a long, hard week at work or home, all we want to do is kick back and relax with a quick game session: maybe a few runs on Slay the Spire or a few rounds on Persona grinding for that next creature fusion. Other times, the idea of a meaty, involved RPG narrative is just what’s needed. Those times where we’ve ordered the pizza in, got a drink (or two) to hand and turned the lights down low. The Thaumaturge, developed by Fool’s Theory, is of the latter variety, and takes itself pretty seriously in its aims. This commitment to exploring a dark, personal story of identity is mostly successful, taking place in a richly detailed world that intersects with key events of an alternative European history.

The Thaumaturge is set in early twentieth-century Poland, and follows Wiktor Szulski, a thaumaturge who makes his way back to the Russian-occupied city of Warsaw after learning of a family tragedy. As a thaumaturge, he is able to read emotional imprints on objects and explore the psyches and mental flaws of people he interacts with. He is also able to recognize and bind “salutors,” metaphysical creatures of different types which attach themselves to individuals with such flaws. His own salutor, Upyr, is the prideful spirit of an old soldier he encountered when he was a child and who acts as a muse to him throughout the game. As he explores his family’s past and the factions that make up the city, Wiktor is drawn into myriad plots involving the future of Warsaw. Soon he is entangled in mysteries involving a Warsaw-bound pilgrim, Rasputin, the socialist rebels of the city, and the Russian Tsar.

The Thaumaturge‘s story is uncompromising, doubling down on historical perspectives of personal liberty and self-determination against a background of foreign partition and class tension. It is worth noting that the historic inequalities of the era, and how these are replicated in character representation, are used throughout the narrative. The game does not shy away from this. The supernatural element of the story is quite subtle, woven into this tapestry as an additional veneer to the plots taking place. None of the main characters, including Wiktor, are traditionally heroic or altruistic, but they all commit to their ideals and desires with bluster. It is a brave decision to drop the player into such a paranoid and, at times, hopeless setting, but it does add weight to the decisions that open up. Just be prepared to accept a bleak and brittle narrative where there are very few winners and many losers.

A desolate, unpaved town square with several ramshackle structures like a well, wagons, and benches. It appears to be raining or hailing.
Not the most welcoming marketplace

As the story develops, the player is introduced to a narrative design system whereby Wiktor draws conclusions from observations he makes as he interacts with the world. Using his powers, he can draw out memories and histories from objects that offer new story or character insights. Not all details are available at once, and some only become clear once the links to his salutors develop. This then allows for different conversational options and alters how characters perceive and react to Wiktor in dialogue choices. It is not a full investigative minigame, but it does serve as an ambitious, thematic way to pick up breadcrumbs of the story.

The system is not always smooth, and certain dialogue starts or actions feel abrupt or are full of non-sequiturs, depending on the order of clues gathered. And be prepared for a lot of reading — the sheer number of observations quickly fills up through the mid-game. Merely passing through a map zone on the way to a quest marker can result in a half-dozen observation prompts popping up, which kills the pace somewhat. They’re not always connected to the same conclusion either, so it slows the game down further when trying to find the story string it relates to in the journal. As a result, it sometimes feels like conclusions happen arbitrarily rather than through careful observations or clever guesswork.

At points during the story, scripted combat encounters occur, and this is where the majority of the salutors’ abilities come into play. Wiktor does not level up or gain statistical improvements in the traditional manner. Rather, the combat systems revolve around unlocking and slotting different abilities and status effects as he learns more about his salutor bonds and gains experience in the world through exploration and combat. There’s a good mix of offensive and passive abilities, as well as actions that break down the Focus of the enemy. Focus is a sort of mental armor that Wiktor and most enemies possess, and reducing this allows for more devastating attacks to be made. Different enemies also have resistances to different salutors, so part of the combat pattern is regularly cycling through Wiktor’s collection, matching up the right salutor to the enemy it will affect the most.

Near an elegant building with a fountain courtyard, Wiktor and a skeletal ghostly being engage in combat against several armed and uniformed men. The UI displays information such as character health and the turn order.
Be careful not to slip in the mud.

There are few direct healing powers and no healing items, so a good chunk of combat involves managing damage over time and abilities which allow the thaumaturge to heal himself at the cost of his enemies’ health. All these actions are coded to specific speeds, and the game uses a turn bar to indicate how quickly different actions will be activated. As Wiktor (and his selected salutor) are the only controllable characters, linked combinations and strategies become apparent quickly. All-in-all, combat is effective and quite cinematic, as the camera switches to a more closed-in version of the action, with damage and status icons painted in stylized red and gold which suits the sort of internal and external conflict taking place. Control is well-mapped both for controller and keyboard, and the UI presents the information for health, abilities and effects clearly or with expanded selection prompts.

Battles involving salutors offer a flair all their own. When these conflicts occur, the animated salutor looms large in the background of the combat, presiding over a range of spectral enemies. Their health is tied to these enemies, and most battles consist of multiple waves of replacements that must be defeated.  In an additional twist, they each have their abilities, such as damaging Wiktor directly or boosting their allies when their turn arrives. These battles show off the otherness and painstaking design of the salutors, and they run the gamut from the ghostly to the mythologically-inspired to just plain Lovecraftian. They suit the dark themes and the tone well and plenty have a basis in the esoteric beings of folklore and tradition of the real world. The brutal Bukovac doubles down on savage attacks that generate damage over time, whilst Upyr offers abilities which restore Wiktor’s health when an enemy is damaged, for example.

A status screen displaying the abilites and statistics of a salutor, Bukavac. The creature, displayed in the center, is an eldritch, exoskeletal, many-armed being wrapped in chains.
A pleasant-enough salutor brought to heel.

But these fights are few and far between: overall combat variety is rather limited outside of them. All direct foes are humans, with very similar animations and attack patterns. Combat complexity is generated more through increased hit points, increased Focus, and an increased number of enemies rather than a wider range of enemy types and abilities. Combat therefore becomes more repetitive as the game goes on, despite Wiktor having an increasing number of abilities to try.

Although The Thaumaturge does not begin in Warsaw, the city soon becomes the star of The Thaumaturge. From the worn-down tenements of the back streets of Powiśle to the grand ballrooms and upper-class manors of Praga, there is a lived-in sense of graphical detail across Warsaw and its environs that underscores the commitment to realism. Every district is beautifully rendered, from piles of construction materials near the unfinished tramlines and sewers to washing lines hanging over the muddy streets. The use of a day/night cycle and some pretty shadow casting and texture details add to this ambiance. The feeling of a broken city at the turn of the twentieth century is captured well, in all its dark, brooding glory through the relatively fixed camera view. Maps are not as open as they might first appear, and most accessible areas are a series of smaller connected zones. The game switches smoothly to a third-person view for both dialogue and combat and these are generally well-directed and evocative. Whilst character models are not as sharp as the heavyweights of the genre, lip-syncing and facial expressions are quite effective as are some nice period touches on clothing and accessories.

Wiktor converses with another character in what appears to be a library or study. He asks, "What actually happened? How did he die?"
Our Wiktor can be a touch melodramatic throughout the story.

All dialogue in the game is fully voiced. However, voice inflection and tone feel flat and sombre throughout, and whilst this matches the tone and themes of the game, it makes it difficult to discern character personalities or keep them memorable. A few, such as Wiktor’s boyhood friend Abaurycy and fellow thaumaturge Ariel Rofe do stand out, but this is more because they push the writing outside of paranoid brooding than it is the performance of the voice-over. I would consider it a few steps above its Eurozone cousins (looking at you Elex, Risen), but not in all character cases. The musical score is quite minimal: lots of strained violin, isolated piano and ambient, droning cellos during exploration. Again, this matches the dour tone and theme, but when it does shift in gear, such as in battle, it draws on Slavic themes and local traditions which adds a rare energy and balletic quality to the combat.

In keeping with its sharp focus on narrative and place, The Thaumaturge offers very little in the way of further progression systems. There is no usable inventory and the game does not feature any equipment systems or weapon upgrades. This keeps the combat system lean, but it also exacerbates the invariable combat: Wiktor punches and shoots his way around from the first to the final combat. It’s not a long game either, depending on difficulty selected and if the main story path is prioritized. There are plenty of sidequests to find though, and these are the main ways to generate additional experience as well as explore the different factions and locations. Some sidequests lead to additional salutors to expand Wiktor’s combat arsenal, whilst others have an impact on the overall direction of the story if completed. There are also sketch pictures and period-appropriate musical tracks to find throughout the city, which add a little whimsy and variety to the bleak journey.

The Thaumaturge is an unsettling RPG, offering a branching story set in an early twentieth-century Warsaw from the perspective of a flawed, supernatural warrior. It is a dark and harrowing journey, fully committed to exploring the conflicting desires of the people in the city of Warsaw; there is little whimsy, less humor, and no distraction from this goal. This requires an equal commitment from the gamer to this flavour of the genre — there is no grinding, karaoke mini-games or creature-collecting distractions here: your prince is in another castle. The game narrative and combat systems build on these dark themes, cleverly framing them in how Wiktor uses his abilities as a thaumaturge. Even if the multiple story paths sometimes buckle under their ambitious weight, and combat can become a little too lacking in variety, this is a person, a city and a time worth visiting and learning from for those it ensnares. Just remember to bring pizza, a drink (or two), and turn the lights down low. Very low.

  • Graphics: 82
  • Sound: 78
  • Gameplay: 82
  • Control: 85
  • Story: 83
82
Overall Score
(not an average)

About our grading scale

Review by · March 2, 2024 · 12:00 pm

You may or may not remember the Playdate, game publisher Panic’s 2022 foray into the boutique handheld space identifiable by its crank-based control scheme. The console didn’t hold the spotlight for long thanks to its niche nature, but its humble origins have since flourished into a space for independent developers to flock to and test their creative wingspans, or just hark back to some old school magic. Under the Castle’s team (Dani Diez, ZCorbs, and VolcanoBytes) hit upon both of these touchstones in their take on Rogue’s dungeon crawling formula. Despite some bugs, Under the Castle is both faithful to its source material and modernized in most of the right ways.

Even for those who haven’t played Rogue, the influence it’s had on other genres is felt in many widely played “roguelike” hits. The gist of Under the Castle is what you’d expect based on its modern influences: set out on increasingly treacherous dungeon crawls to complete goals, then succeed or die, repeat. Each run resets your character to zero, though you’re allowed to take copies of items and weapons obtained from previous runs with you on each expedition to increase your odds of victory. This element of persistence lends Under the Castle a sense of progress more akin to modern roguelikes than the original Rogue and is where much of the strategic depth lies as you mix and match loadouts.

Under the Castle’s persistent elements are also one of the key points of tension during gameplay. You must complete a run’s objective after picking up any equipment not in your existing stash, else you lose access to that equipment until you come across it again. While equipment discovery is randomized, you’ll likely come across items again within a few runs so it’s rarely a huge loss, especially given there are no other penalties. Plus, crawls are bite-sized, so loss never feels like much of a setback, and in fact becomes a learning experience as you figure out how to approach each enemy type and ways to use their strengths against one another (such as lining up one enemy’s projectile to damage another).

An elderly NPC in a town-square-esque area says, "In due time, the door will unlock."
When “due time” means “after you’ve put your life on the line enough times.”

The game splits its content across three types of dungeons. The objective of the easiest dungeon type is to simply kill a set number of enemies, while the second type tasks you with collecting orbs, and the third revolves around collecting keys to save imprisoned townsfolk. The latter two dungeon types require constant inventory management, meaning you’ll need to make tough decisions regarding what spells or potions you leave behind in order to complete your objective. Each dungeon also includes increasingly difficult enemy varieties and level layouts that require smart item usage and a keen eye for hidden walls and gaps you can hover across.

Hovering is the one area where Under the Castle utilizes the Playdate’s flashy crank. It’s a fairly simple implementation: crank clockwise to disappear into your wizardly hat and flip the crank back to its starting position to return to your corporeal form. When in hover mode, you can glide past enemies and cross pits, though the limited mana pool you have to work with means you’ll need to activate it selectively. The game doesn’t always do the best job of reading the crank’s position, which can result in moments where the control scheme becomes flipped, though it’s only a minor annoyance.

The more pertinent control woe reveals itself through the “pressed & held” control option that allows you to keep your protagonist moving by holding down a direction rather than pressing out each step. This can sometimes result in overstepping, leading you into an enemy or over a ledge. Perhaps there is some level of user error here, but a bit of tweaking could’ve helped stymy these deadly missteps. However, the game is otherwise joyful to control, much thanks to its bouncy character animations paired with responsive inputs. The user interface is also legible and easy to navigate, something that developers often struggle with on small screens.

The player finds a fire scroll, their character holding the item triumphantly above their head in a pit- and monster-filled dungeon environment.
Little did the enemies know you’d found the means to their death mere steps from them.

Visually, Under the Castle is one of the most intricately detailed games on the Playdate. The castle and dungeons are littered with little eye-catching details, including a handful of inspired later-game enemy designs. At times the environments are so intricate that they become a bit difficult to parse when the Playdate’s display isn’t well lit, though the developers did a good job making sure the play space is clutter-free. This problem can also be easily remedied through Playdate’s screen mirroring app available free on computers (the details really shine on a bigger screen, too).

What doesn’t hold up quite so well is the storytelling. This is not the type of game that needs a complex narrative but given the level of visual detail afforded its world and the quirky dialogue from the tip-providing old man and final boss, I was left wanting to know more and to feel my progress reflected narratively. For example, in rescuing villagers and collecting orbs from dungeons, you’re helping mount a defense to gain access to the villain’s seized castle. Yet we never see the impact of these feats displayed in the overworld, nor is it often commented upon. In fact, there’s no indicator of your progress toward reaching the boss, and when you do reach that moment, it’s unceremoniously thrust upon you. The game would be a much more engaging experience if flourishes were added to emphasize your progress. But again, this is the least important element in a roguelike game and the occasional flavor dialogue does spice up the proceedings.

Sound design is also a high point for Under the Castle. Sound effects are crunchy, making every hop between tiles and enemy slaying satisfying. Each dungeon has its own theme as well, all of which feel properly heroic in contrast to the downtrodden hub theme. But the real blood-pumping bangers emerge during the boss fight, creating a sense of finality where the storytelling fails to. The icing on the cake is all the earworm jingles that play upon entering dungeons and completing a run. This is one of the best-sounding games on the Playdate and holds up against its best retro-inspired contemporaries.

A creepy-looking boss monster announces, "I am evilness!!!" in a treacherous environment where platforms float in space.
There’s not much dialogue, but when it hits, it hits.

Under the Castle’s final boss is the game’s high point, requiring the utilization of the full array of weapons, consumables, and mechanics to overcome treacherous puzzles and best him. Sadly, the post-game falters after this victory. Given how quickly you can make it to the big bad, I’d have expected further goals, especially as the game continues to offer harder dungeon difficulties after. Yet the only thrust to keep playing beyond finding any remaining weapons is simply for the fun of it. Doing exactly this backfired on me though as upon reaching high difficulty levels the game started to bug out. This included level elements not loading, enemies spawning on top of the player character upon entering a room (often resulting in death), and outright crashes. These became too frustrating for me to keep playing. It’s possible only the most dedicated players will make it to the point where this becomes an issue, but that makes it all the more disappointing.

The post-game also highlights other issues with Under the Castle, such as how bespoke level layouts cause runs to feel identical, and the weapons received from clearing the boss outperform everything else to near-irrelevance. The game could use challenging shake-ups for players looking to keep their adventure going. However, even if you just play through beating the final boss, I feel Under the Castle is well worth its $10 asking price.

Lastly, it’s worth praising the suite of options, including accessibility features like a screen shake toggle and choices for how the d-pad and crank function. Notably, there’s a permadeath toggle wherein the whole game resets upon a single death but given both the bugs and the importance of learning from defeat, this is only for the most hardcore players. There aren’t multiple save files either so permadeath runs force you to override your progress. I would’ve loved to have seen more support for this feature as it harks back to the game’s inspirations.

If you have a Playdate, Under the Castle is a game you must own. It preserves what made Rogue’s formula tick while including elements of persistence characteristic of today’s roguelikes. The game makes great use of its entire mechanical suite, and it’s stuffed full of audio-visual splendor. It’s unfortunate that the post-game offers little incentive to continue and is stifled by bugs, but most players won’t grind enough to encounter these so it shouldn’t be considered a deal-breaker. I look forward to what the developers have in store next as with some tweaks, this very good game could become timeless.

  • Graphics: 86
  • Sound: 95
  • Gameplay: 80
  • Control: 89
  • Story: 40
83
Overall Score
(not an average)

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Review by · February 29, 2024 · 4:00 pm

As someone who greatly enjoys Metroidvanias as a whole despite the recent massive oversaturation of the genre, the details of every release keep me from getting burned out. While the broad strokes of every title might follow a common blueprint, it’s the individual flourishes that keep releases fresh and players hooked.

Afterimage is, unfortunately, a bit of a flat affair in this regard.

Set in the aftermath of “The Razing” which destroyed much of the world of Engardin, you take on the role of the (predictably) amnesiac heroine Renee as she strives to regain her memories and fix the broken state of the world. Although a story is being told and twists unwound, the presentation is undercooked. Attempts to incorporate an environmental, minimalistic narrative while simultaneously telling a moment-to-moment plot result in a story that is more confusing than it is intriguing. The voice acting only furthered my frustrations, as the half-baked delivery for most lines was immensely distracting from the story told on screen. This was especially true for Renee’s companion, Ifrit, who has something to say in almost every dialogue scene in the game (not unlike a certain other flying companion from Genshin Impact).

If you can tolerate the middling story, it’s clear that Engardin is an absolutely gorgeous world to explore from top to bottom. From towering ivory peaks to subterranean hellscapes, Afterimage’s scenery is as detailed as it is varied and makes for an inspiring playthrough based on the eye candy alone. However, the flow of the levels leaves something to be desired mainly due to the absurdly large size of every single one of them.

Screenshot of Afterimage, one of several RPGs coming this week, with the protagonist approaching the gate of an idyllic forest town.
An idyllic respite.

Indeed, Afterimage’s levels are so large that they feel detrimental to the overall experience. While getting lost in an area for an hour or so before stumbling upon an exit is part of the Metroidvania charm, Afterimage’s map size easily doubles or triples this time into tedium. This only becomes more pronounced once you begin backtracking to get all the previously ability-locked secrets. The scenic route back quickly became an absolute slog, and I was eventually forced to look up guides to see if the secret room I was tracking back to was worth the effort.

This design philosophy of “too much for its own good” extends into the skill tree as well. While the vast, sprawling menu seems impressive at first glance, minute, passive percentage increases make up about 90% of the skill tree, with a handful of weapon skill unlocks comprising the rest. Spending your hard-earned leveling currency to increase one stat by 0.5% per level feels outdated, to say the least. Having weapon skills locked behind this system also feels strange, as it discourages experimentation in the early game when currency is sparse.

Meaningful variety, however, exists with the gear you find scattered throughout the world. Six main weapon classes (of which you can equip two at a time) allow ample room for experimentation later on in Afterimage. The abundance of upgrade materials and the relatively low upgrade cap of three levels also help combat any hoarding sensibilities you might have from other RPGs. The only caveat to this is the low scaling of the weapons themselves. Any interesting effect found on an early-game weapon quickly becomes obsolete within a couple of zones. Coupled with no meaningful way to scale the damage, you often have no choice but to discard in favor of a new weapon that simply overpowers in sheer numbers alone.

A fight with a Phoenix-like boss in Afterimage.
…and you can expect many more spectacular fights like this.

Accessories are also often questionably balanced despite the more interesting design approach of having both positive and negative effects. In practice, however, the negative effects often felt overpowering compared to the boons offered, and the presence of generalist accessories with only boons ended up heavily undermining build variety.

Thankfully, the combat itself is usually satisfying enough that these issues don’t become too glaring until the midgame or so. Each hit comes with some very satisfying hit lag, which becomes especially prominent with weapons like the scythe that boast powerful multi-hit moves. Comboing between your two equipped weapons is a seamless affair thanks to the individual attack buttons for each weapon. A healthy roster of enemies to sink your teeth into makes sure the encounters never feel too rote while watching bosses melt after refining your combo game is an highly satisfying payoff for mastering your weapons of choice.

Renee, the protagonist, traversing a forest-themed level in Afterimage with ghostly glowing mushroom enemies around.
Are those ghosts or mushrooms?

My only real complaint here lies with the ridiculous contact damage and its extremely steep scaling as you level up. Even with all the precautions of upgraded armor, contact damage reduction skill nodes, and heavily upgraded HP, a late-game mishap into a spike pit or an unfortunate bump into an enemy will easily wipe over a third of your health bar. Combined with some extremely tight (borderline pixel-perfect) precision required for some of the parkouring sections later on and so-so rewards, choosing to skip these sections in the late game could be best for non-completionists out there.

Afterimage is a valiant effort in the Metroidvania genre by the developers over at Aurogon Shanghai. Built upon a solid foundation for combat and world design, unfortunately, it is still noticeably rough around the edges. It sorely needed a couple more passes in the editing board for overall level flow and story presentation, but in the grand scheme of things, it’s still an enjoyable experience.

  • Graphics: 94
  • Sound: 75
  • Gameplay: 75
  • Control: 80
  • Story: 70
78
Overall Score
(not an average)

About our grading scale

Review by · February 27, 2024 · 4:00 pm

Eastward was a real standout title in 2021—yes, it’s been that long—and was one of my favorite games that year. When asked to review the DLC I didn’t yet know was releasing, I conjured up wild scenarios for John and Sam to find themselves in: daring conflicts with big bads, colorful characters to help survive in this strange world, and of course, sassy refrigerators to help me save my game. I did not expect a fully fleshed out farming simulator with a roughly twenty-hour runtime. Even after completion, I still find myself playing. Eastward: Octopia, much like Eastward itself, was a very pleasant surprise.

Eastward: Octopia takes place in a parallel universe, away from the original game. In this universe, Sam and John set out on the train to Octopia, a city built near and around an abandoned theme park. They find and buy a fairly large plot of land with a field, and that’s about it. Off you go; do some farming. The game starts slow but immediately ramps up as familiar faces begin joining you in Octopia. Since this is a parallel universe, the faces might be familiar to you, but they’re not to John and Sam.

Since you can play the DLC without actually playing the main game, they might also be new to you. If you’re familiar with the base game, the very first person you run into might be a particularly surprising and unexpected person to run into. Your friendly, sweet, and little-bit-of-a-doorman realtor is none other than Solomon, the antagonist from the main game, seemingly given this role to emphasize that this is not the same universe.

Screenshot from the game Eastward - Octopia. The screenshot is of the game's farm with the game's protagonists, John and Sam, sitting on a bench.
Sam and John admire their work after a long day of farming.

While there are a few differences from the original Eastward universe, one thing remains the same: John loves to cook. While Octopia centers around collection and completion, creating dishes is the primary focus. There are more recipes than anything else in the game. You can fish, harvest, and gather to your heart’s content, but if John’s not cooking, he’s not living. Food primarily acts as a vessel for restoring energy, as you might expect. Dishes have a stamina recovery value that typically exceeds that of sleeping or, regrettably, using the bathroom. As you progress through the story, there is a point where you can invite folks around Octopia to John and Sam’s house for dinner. Depending on how many people you invite, you need to hit a certain stamina recovery number. If you succeed, you get a perk the next day.

This comes in handy if you’re trying to speed up construction, buy items for a cheaper price, or spur innovation at Alva’s lab. I loved having construction projects going on around town. It felt like I was breathing more life into the town than simply farming within town limits. Unfortunately, there aren’t very many construction projects to finish. However, when you do finish them, it’s a marked improvement in the ramshackle town. When you arrive, everything’s boarded up, there are lots of strange octopuses around related to the abandoned theme park, and the town’s a mess. Getting the opportunity to clean up the town, build new structures, and improve existing ones gave a nice lil’ dopamine bump. Despite the small number of construction projects overall, it’s still very satisfying once the town shines perhaps beyond its former glory.

Along with farming and cooking, you collect and fish. Pretty standard stuff, but the fishing in Octopia is fairly unique. It takes place in a circle field where you press the shoulder buttons to have your lure rotate around the circle left or right. When you cast your lure into the body of water, a fish will come over and grab the line. With the shoulder buttons, you control the lure to catch the fish. As you catch up to the fish, you hit a button to, for lack of a better word, “damage” the fish. “Damage” the fish enough, and it’s caught! If the fish pulls too far from the lure, it gets away. I absolutely love fishing in video games and I haven’t seen anything quite like this style of fishing before. It works, and it was a lot of fun.

Screenshot from the game Eastward - Octopia. John is cooking at has invited some guests over for dinner who are gathered around the dining table at the center of the house.
John works hard in the kitchen to feed his dinner guests.

As people filter into town, they start requesting things from John and Sam. While construction projects are ongoing, they ask for wood, stone, and salt. Salt is the currency in Eastward for both universes, apparently. Generally, requests took no time whatsoever. I was able to gather construction materials and salt immediately, and almost all construction projects got set up and underway on the same day. The slightly more difficult ask was for dishes. Ingredients, seeds, what have you, become available as the general shop upgrades. Octopia gets a lot of visitors, though, and you don’t always have the necessary ingredients at the ready. Luckily, Octopia tracks when you need to deliver food to someone. For example, Little Bun is traveling the world looking for the most delicious dishes and will send John recipes she’d like to try. Luckily, food doesn’t expire in this universe, so if you’ve got the materials, you can make and forget it.

There is absolutely no combat in Eastward: Octopia, despite a heavy combat focus in the main game. The closest thing, aside from maybe fishing, is when Alva and Izzy move into town and let John explore the mines with Sonic Punk. If you played Eastward, Sonic Punk was Alva’s lab assistant robot, and he’s repurposed in Octopia as a mining robot. Sonic Punk is controlled through an arcade-style cabinet, similar to how Eastward had the Earth Born arcade game. Sonic Punk can drop bombs, and that’s about it. He automatically collects materials such as rocks, salt, and ore. Collecting materials fills up a bar at the bottom of the screen and, as the bar fills, the bombs increase their blast radius. Increasing it to max gives a huge blast radius but causes the bar to drain. Once it does, you’re back to tiny baby blasts.

Eastward: Octopia wasn’t something I was looking forward to playing because I didn’t even know it was coming! And even though I wasn’t aware of its existence until a week ago, I couldn’t put the game down. While there is a narrative to Eastward: Octopia, it takes a backseat to the excellent farming sim gameplay that captivated me for many hours. Pixpil does an incredible job with gameplay and feel. While farming sim might seem like a far cry from action-adventure gameplay, they intersect really well. If I was disappointed by anything, it’s that there wasn’t any combat in Octopia, as it was quite fun in Eastward. Still, the finished package was better than I thought possible. The Octopia DLC is a must if you enjoyed Eastward or have any connection to the characters.

  • Graphics: 93
  • Sound: 80
  • Gameplay: 86
  • Control: 92
  • Story: 78
86
Overall Score
(not an average)

About our grading scale

Review by · February 24, 2024 · 4:00 pm

Playing through Syberia is like taking a trip through a museum. The game evokes the feeling of roaming hallways filled with preserved remnants of a bygone era. Unfortunately, this dated feeling occasionally extends beyond deliberate presentation, creeping into the gameplay and the portrayal of some content. Despite a few missteps, Syberia still delivers a unique experience that point-and-click adventure fans should consider checking out.

Our protagonist, Kate Walker, finds herself in the small French village of Valadilène, seeking to finalize an American toy conglomerate’s acquisition of a local automaton factory. What promised to be a simple job quickly spirals into a globe-trotting journey when Kate learns factory owner Anna Voralberg has passed away, leaving the factory in the hands of her absentee brother Hans. The rest of Syberia follows Kate on her quest to track down Hans as she explores eccentric locales such as the Voralberg factory, a university-turned-winery, and an abandoned Soviet-era mining town.

Before breaking down the minutiae of Syberia, I have to address the game’s questionable content. Syberia has issues in representing intellectually disabled people. This manifests itself in two ways, the first being occasional written and verbal use of outdated language. While the game released when such language was more commonplace, I feel it is worth mentioning, considering this is a rerelease of the game on a modern platform. The game’s ESRB page makes no mention of it. The other cause for concern is the depiction of Momo’s character. Momo is a young boy with a nonspecific intellectual disability who refers to himself in the third person while speaking in short, grammatically incorrect sentences. Though Momo is portrayed as a sympathetic character, his depiction is more like a caricature than an honest representation of someone with an intellectual disability. I was disappointed by this depiction. It left me hesitant about the rest of the game, but no such issues arose throughout the rest of my playthrough.

Kate Walker is equipped with her umbrella as she arrives at Valadilène in the rain in Syberia.
Welcome to Valadilène. We hope you enjoy your stay.

Syberia’s introduction effectively acclimates players to all of the core concepts throughout the adventure. Players learn how to use items to solve puzzles, examine documents, and use their cellphone within a few minutes of taking control of Kate. Disappointingly, these mechanics don’t coalesce in a satisfying way. While I expected to parse through documents and manually input phone numbers, my hopes were dashed. It turns out inspecting a document is enough to add the relevant number to your contact list. The cell phone was especially disappointing and only proved useful a handful of times. The puzzles rarely evolve beyond this serviceable lock-and-key system. While the player earns occasional rewards for their attentiveness, most puzzles boil down to finding the right item or choosing the right dialog option. Despite the gameplay’s simplicity, Syberia doesn’t outstay its welcome. Syberia can be completed in a tight six hours before monotony sets in. 

Satisfaction in exploring fluctuates greatly within the four locations. Valadilène starts off strong thanks to its centralized design with many branching paths. This helps keep backtracking to a minimum because key locations don’t have a sequential layout. The second location, Barrockstadt, makes a major misstep, falling right into this issue. Barrockstadt is largely linear, so even with the run button (which should remain held at all times), players backtrack long distances as they solve puzzles. Thankfully, Barrockstadt is the only offender in this regard, and the following two locations move at a brisk pace like a well-oiled automaton. A unique orchestral piece supports each of Syberia’s areas courtesy of composer Inon Zur. Zur provides a soundtrack that starts out atmospheric but crescendos into grandeur during key moments. The music does a brilliant job of enhancing exploration, but some screen transitions abruptly cut off or restart the music, breaking immersion.

Kate Walker approaches Barrockstadt in Syberia.
Visually striking backgrounds are around every corner.

Syberia focuses less on exciting narrative developments, instead choosing to examine how Kate changes over the course of her travels. The phone calls Kate receives from her boss, mother, friend, and fiancé throughout her adventure establish subplots to develop Kate. These calls give the player a glimpse into the expectations levied against Kate in both her personal and professional lives back in New York. The calls also draw parallels between Kate and Hans Voralberg, helping the player empathize with a character who is absent from the game. My favorite source of characterization for Kate comes from Oscar, a train conductor automaton Kate meets along her journey. Oscar’s strict adherence to rules in even the most urgent situations is an excellent foil to Kate’s nonchalant attitude towards the events unfolding around her. The playful banter between Kate and Oscar provides much-needed humor and levity between Kate’s lonesome expeditions.

Syberia’s most memorable and unique aspect is visual presentation. The fixed camera angles and pre-rendered backgrounds expertly depict its gorgeous yet dilapidated environments. Each of the four areas has its own atmosphere, ensuring the visuals never get repetitive. I found some of the scenes in Valadilène to be particularly striking, with effects such as rippling water and birds flying through the sky adding the perfect amount of movement to otherwise still images. Sadly, the backgrounds remain at their original resolution, which creates a jarring effect with the clearly enhanced character models occupying them. The occasional FMV cutscenes also fall victim to low resolution, but it’s not egregious enough to detract from the overall experience.

In some ways, Syberia shows signs of aging, much like the locales it depicts. The puzzles are overly simplistic, the visuals can be muddy, and the game handles certain topics poorly. But at its core, Syberia offers a timeless experience. Point-and-click adventure fans looking for a unique experience should consider making the trip to Valadilène.

  • Graphics: 85
  • Sound: 85
  • Gameplay: 70
  • Control: 70
  • Story: 85
79
Overall Score
(not an average)

About our grading scale