Review by · December 14, 2024 · 12:00 pm

The cyberpunk aesthetic was brought back into fashion a few years ago, appropriately by Cyberpunk 2077, but otherwise was derived from a prediction from the ’80s of a tech-steeped future society. To a point, it becomes less and less science fiction and more reality as technology in the real world evolves to match or even surpass many of the advances that were once predicted. Neon Blood, which drapes itself in cyberpunk imagery, envisions a dystopian society that hits too close to home with plenty of neon, but not much more than you might see in a city today. This drains the typical cyberpunk aesthetic of its inherent meaning, reducing it to little more than the glowing fringe on main character Axel McCoin’s trenchcoat. And that’s not even the main problem with Neon Blood.

McCoin is a troubled detective, disillusioned and suffering from drug addiction. He hasn’t yet sunken to the depths of Disco Elysium‘s protagonist, but he’s on his way down there. His cybernetic implants are glitching, and this once-legendary cop is barely clinging to his sanity. It probably sounds like part of a cyberpunk story you might have seen before. Neon Blood has the individual parts of a cyberpunk neo-noir thriller like Cyberpunk 2077, but it has no idea how to weave them together into a cohesive experience. It starts out alright, with snappy, sharply pointed dialogue and some rain to set the mood in this pixelated adventure. Oddly, the writing breaks down to the point where it becomes overly verbose and sometimes incomprehensible, completely losing the plot by the end.

However, I can’t deny that Neon Blood looks good. I wouldn’t mind having McCoin’s awesome trenchcoat myself, which doesn’t seem too much to ask. The pixel characters recall the classic Blade Runner point-and-click game, and they stand out beautifully against the dingy, yet neon-lit 3D cityscape of Blind City. If you’re a fan of the general cyberpunk look, this is a beautiful, though derivative version of it. When you’re not running around trying to unravel a conspiracy, big moments are punctuated with beautifully animated cutscenes. Although the soundtrack is familiar simple synth sounds, it’s the cue that indicates this is indeed a cyberpunk tale.

There’s something off about the pacing of Neon Blood‘s narrative. Part of that is the poor writing. ChaoticBrain Studio is located in Spain, and considering it’s a small indie studio, I’m guessing English is not their writers’ first language. Translation issues are understandable, but some parts of the text seem to be written by a professional English writer, while others read as if from an automated translation service. There are many lines of dialogue that I had to read several times before determining they didn’t make sense or didn’t have much meaning to them. Though the prologue is cohesive, the writing starts to break down in the second part before becoming unintelligible. It’s a simple game; you can explore the environment a bit, chat with characters in the area, and even work a couple of crime scenes since McCain is a detective, after all. But ultimately, your only aim is to talk to the next person to advance the story. It’s disorienting when the game gives you a specific goal, but then it turns out you’re actually supposed to be doing something completely different.

Neon Blood is a short game, and that’s not necessarily a bad thing. The story, however, is entirely predictable. It is almost like reading a first-draft storyboard. A down-on-his-luck cop in a dystopian city discovers a conspiracy and unravels it, the end. An arc is implied for McCoin, but it’s more of a short, squiggly line, as he never gets the time to develop, and the conclusion is too easy. Side characters seem intended to give a sense of familiarity that can’t arise as you barely spend time with any of them. The villain is obvious but doesn’t get enough space to feel sinister or whatever they’re supposed to be. The story literally takes a huge leap through time and space to abruptly begin the ending sequence. Some moments of soul-searching could have given this story the space it needs to breathe, but those moments don’t happen. The painful thing is that the writers didn’t need to move heaven and earth to make the story take off, just a little something more than what’s there. It was a world I would have liked to have immersed myself in, but I was kicked out before I gained my bearings. But overall, the decor that makes a story worth telling isn’t in Neon Blood. If you squeezed the entirety of something like Cyberpunk 2077 into about four hours, this would be it, but where’s the fun in that?

The gameplay is similarly bare bones. Combat is simple: You pick an action, the enemy attacks, repeat until one is dead. The amount of damage each attack deals varies wildly, so a boss fight showdown could potentially end in a couple of turns, while a run-of-the-mill battle could take several minutes. Though you gain more abilities over time, McCoin’s initial headshot and defibrillator for healing could get you through the entire game. There’s an items menu, but for some reason, those are locked for most of the game. You don’t even get an inventory or equipment. Unfortunately, there’s just nothing there. Aside from the basic combat, defeating bosses shifts you into a series of quicktime events where you watch McCoin absolutely dismantle his enemies, which are much more engaging than the basic fighting. Neon Blood would have been better served opting for more QTEs, à la Telltale Games, than tossing in the basic blocks of a bulkier combat system that never materializes.

It’s difficult to categorize what Neon Blood is intended to be, but not in a good way. There’s only one puzzle, which you have to solve twice. It has elements of point-and-click games, but as you have no inventory, your interaction with the world is limited. Combat exists enough to be irritating but not enough to feel like a substantial part of the experience, to where the quicktime events outshine it. Admittedly, it looks great, but Neon Blood would have been better off as a series of desktop wallpapers or a movie than as a game. Even if it was either of those things instead, it’d still be begging for context to complete the ideas it introduces.

It’s disappointing to say that Neon Blood is dripping with unrealized potential. Clearly, the developers put effort into the impressive visuals and the quicktime events, but equal effort was not extended to the writing in a game that so heavily depends on its narrative. It’s not like there’s so much cyberpunk-style media that there isn’t room for more, so it’s too bad this one doesn’t come together. Maybe someday, someone will flesh out Neon Blood to make it as human as it is machine.

  • Graphics: 83
  • Sound: 80
  • Gameplay: 50
  • Control: 75
  • Story: 60
58
Overall Score
(not an average)

About our grading scale

Review by · December 11, 2024 · 6:00 am

There’s magic in stories, especially tales that exalt the power of bonds and the different, wondrous forms love takes. Fairy Tail 2 wholeheartedly embraces that magic in an action RPG encompassing the final story arc of the hit anime/manga series and beyond. Fairy Tail fans might readily fall under the game’s spell, provided they temper their expectations.

I must preface this review by admitting I’m unfamiliar with Fairy Tail. While I’m no stranger to manga and anime and have enjoyed many a shonen title, this popular series eluded me for various reasons. I volunteered to review this game out of sheer curiosity, especially since I feel it’s a title several RPGFans might be interested in. A part of me now regrets my lack of prior knowledge, as I can see the shades of enjoyable writing and likable characters in this story adaptation, and I can only imagine how they come across in a less abbreviated version.

Fairy Tail 2 starts with the infamous Alvarez Empire preparing a hostile, genocidal world invasion. The only group with a chance of standing up against the mighty vanguards of the feared empire’s Spriggan 12 is the found family magic guild Fairy Tail. With support from various magic guilds across the land, does Fairy Tail have a hope of stopping the empire’s sinister machinations? And what can they do when a potentially deadlier foe awaits in the winds?

You progress through twelve chapters of the game’s main story, covering the final story arc of the anime/manga. These chapters are straightforward affairs, only broken up by mundane fetch side quests sprinkled throughout the area maps. These story beats seem condensed compared to how they probably came across in their original forms. If you’re like me and coming into this title without having played the first Fairy Tail game or with no exposure to the anime/manga, some things occasionally do “get lost in translation,” so to speak.

Still, it’s a testament to the series’ strengths that I came to like and care for several of the characters in Fairy Tail. Erza steals every scene she’s in, and I liked narrator Lucy’s earnest nature and the plot exploration of the kindhearted Mirajane and the often exasperated Carla. Heck, the romance fan in me even enjoyed the scenes and dynamics between Gajeel and Levy and Gray and Juvia! That said, you’ll no doubt appreciate the story and characters more if you have some knowledge and familiarity beforehand.

Unlockable character episodes at rest stops also help further flesh out the party and their allies, and I found these to be much more entertaining than trying to read up on the characters, lore, and terminology in the game’s provided database. To further entice those with prior exposure to a version of Fairy Tail‘s narrative, a bonus four-chapter epilogue opens up after the end credits. I won’t say too much to avoid spoiling things here, but Fairy Tail 2 expands quite a bit in the postgame. The epilogue’s conclusion is satisfying, though it’s relatively short compared to the game’s earlier portion.

Fairy Tail 2 isn’t a terrible game by any stretch of the imagination, and as a sequel, it seems much improved from its predecessor. The combat’s action RPG elements can be entertaining if not outright fun, as you see the high damage numbers you dole out fly across the screen. During the main story segments, you sometimes get into fights where you are required to play as a specific Fairy Tail member, but you often have free reign to choose from a wide and colorful assortment of characters to put in your three-team party, along with the ability to switch out for characters in reserve. This capability allows for a great deal of player choice. It helps cater to different player fighting style preferences, too: my main party consisted of Erza, Wendy, and Juvia, who proved to be a devastating trio!

In battle, you directly control one party character alongside two adequately AI-controlled teammates, chaining together combos from different equipped skills. Completely breaking enemy defenses allows you to perform a devastatingly flashy combination move with one of your allies, Unison Raid, which can turn the tide of combat. You can also call upon or summon NPC allies to perform unique moves throughout battles. Fighting is fast, fluid, and fun in short doses, though I wish the enemy’s HP pools were smaller, as my tendency to level grind and be several levels higher than the enemies meant fights seemed to drag on, especially by the game’s end.

Outside combat, you explore large open areas full of hostile forces and obstacles you can clear with special field abilities you unlock over time, such as jumping to higher terrain levels or using a charged attack to obliterate barriers in your path. You can attack enemies on the field, providing an advantage when combat initiates, or you can destroy low-level enemies without fighting them. You earn Origin Points as you raise in rank (in other words, level up), which you use alongside unique items to unlock or enhance skills in a three-pronged skill tree. Equipment comes from lacrima, providing stat boosts that sometimes allow you to equip various buffs and boosts to characters like a simplified materia or orbment system. They aren’t the most extensive systems, but they do the trick.

The game’s Switch version suffers from long loading times and clipping when a lot happens on screen, which I imagine isn’t as big a problem on the PS5 or a higher-end PC. However, Fairy Tail 2‘s graphics certainly won’t wow on those platforms, either. That brings me to one of the game’s most significant weaknesses: Fairy Tail 2 appears low-budget. The graphics are fine, but don’t compare to many other action RPGs. While I love the gorgeous visual novel-inspired CG illustrations used at pivotal points in the plot, they seem like a workaround to avoid higher-end cutscenes or animations. Scaling for the narrative’s war and fierce action sequences is also a struggle, as the game has a hard time conveying just how devastating the invasion and fights often are.

Having played Fairy Tail 2 on a Switch Lite, I found its UI very small and difficult to read. There are occasional grammatical and typographical errors in the script’s localization, too. Fans of the Fairy Tail anime English dub might be disappointed that the game only comes with Japanese voice acting, even if the actors do a fantastic job. I also found the soundtrack top-notch and dynamic, especially the battle themes.

Fairy Tail 2 is a decent action RPG in many respects, though the game’s appeal will probably be limited to shonen anime fans and Fairy Tail fans in particular. It’s a shame that the game’s scope is limited, because the content here shows a lot of heart and appreciation for the source material and its colorful cast. I’d still argue there’s magic burning in Fairy Tail 2, especially for fans of the anime/manga, but one could say it feels more akin to a candle’s flame than a bonfire.

  • Graphics: 76
  • Sound: 80
  • Gameplay: 79
  • Control: 78
  • Story: 81
79
Overall Score
(not an average)

About our grading scale

Review by · December 10, 2024 · 10:00 pm

Shiren the Wanderer is a series that gets attention every few years, and while not the most popular franchise, it maintains a humble following. I’ve dabbled on handheld, but my traditional roguelike itch is best scratched with meaty, decades-old Western titles. That said, Shiren the Wanderer has maintained its identity as a traditional roguelike with no permanent buffs or progression across runs aside from introducing an occasional new gameplay element or item.

Every run is the same but different. Procedural generation’s the name of the game, and for those unaware, this means that every dungeon is different each time with a few constants such as enemy types, the route up the mountain, and Shiren’s level-one start. Most roguelikes (ahem, roguelites) feature a leveling system in which players get stronger over time. You get stronger in traditional roguelikes through knowledge, strategy, and dumb luck. Glorious.

Before we get into the meat of the game design—because that’s what roguelikes are all about—let me gab on briefly about the impetus in Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island. Phew, that’s a mouthful, but the jaw won’t tire discussing this story. A ghost girl begs Shiren for help, and he and Koppa, his animal companion, have to go save her. Wouldn’t ya know it, they get stranded on an island and meet defeat against Jakaku, the Big Bad (™) Monster. Of course, this is a scripted tutorial, and Shiren wakes up in a humble village along a beach. The denizens beg for help in defeating Jakaku, as if saving a phantasmal maiden wasn’t MacGuffin enough.

Shiren in the midst of a dungeon approaching a serpent in Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island.
Not necessarily the namesake enemy.

Mileage in doing so may vary, because, remember, this is all about knowledge, strategy, and luck. For veterans of this turn- and grid-based format, victory may come quickly, as it did me in about five hours and three attempts. While I don’t think the game’s terribly difficult, thoughtful play will certainly help. Roll credits! Wow, I paid for this? Worry not, because this is just the beginning. While trekking up the mountain, Shiren meets all sorts of travelers, pirates, and merchants with their own tales to tell. Each visit features some progression until the story concludes, typically with a new side route or companion that players may come across in their travels to help thwart scorpions, archers, ghosts, etc.

The writing is serviceable enough. As far as anime-style RPGs go, expect youthful, adolescent writing with promises of crushes, heroism, and dramatic sacrifice for one’s principles. While I typically prefer a grittier, darker tale, the bouncy, low-stakes atmosphere has its appeal as a palate cleanser between serious RPG narratives.

Shiren the Wanderer’s vibes are solid, too. Set in a historical Japan, players should expect traditional architecture, ornamentation, and clothing, all with that fashionable flair to make ninja and pirates appealing to the eye. Similarly, the music and sound effects have a centuries-old air with the woodwinds, percussion, and howling one might expect from the era (inaccuracy notwithstanding). This all fits an aesthetic folks will be drawn to and satisfied with, but don’t expect a AAA budget, as the animation and drawings themselves feel dated. Everything looks good, just not modern.

The Sacred Tree menu with many ways to play.
So, uh, why is that in the menu, then?

Now onto the important bit: gameplay! Aside from wandering around small villages freely, venturing through dungeons takes place on a grid and is completely turn-based. Players can move diagonally, assuming a rocky corner doesn’t get in the way. Enemies follow the same rules and take a turn after the player action. Most enemies beeline the player if they’re close enough to notice, but some enemies engage in seemingly random patterns or opt to use a ranged attack in place of movement if they have line-of-sight. All enemy attacks seem randomized. While most will bludgeon or stab, others spit fire or shoot an arrow. Some special enemies will steal from Shiren, buff their allies, or catch and fire back a ranged attack if Shiren opts for such a tactic.

Learning the enemies is part of the joy, and while many are different flavors of the same enemy—different kinds of ninja—most families of monsters feel distinct from one another not just in behavior, but look. This helps characterize the journey and makes climbing the mountain more engaging, as if establishing a sense of community. Enemy groups along the floors are predictable, and after a few runs, I already started to intuitively understand what I needed to do and how I needed to do it; this is not a game in which players run headlong into every foe and mash attack. Especially near the summit.

A puzzle battle with fish on tatami and some small pools of water on the grid battlefield.
No one likes wet tatami. Especially the tatami. And then the homeowner. Trust me.

Grizzled veterans of roguelikes are familiar with Yet Another Stupid Death (YASD). This is common in roguelikes because the margin for error can be slim, especially the farther someone gets into a run. This creates a high-intensity trek because losing an hour and a half of progress can be a daunting prospect. Remember, you take nothing with you when you die. Some situations can feel unlucky and therefore unfair, but the game makes it clear what the possibilities are and that players should prepare with their limited 24-item inventory.

Unfortunately, limited inventories are a common hurdle for roguelikes, and Shiren the Wanderer’s no different. While juggling items isn’t the most exciting aspect of any game (I’m looking at you, Resident Evil), this is a big part of the strategy and is crucial to gameplay. If I’m being honest, a part of me enjoys the mental chew of deciding how many healing items I need, how many arrows I should keep in my back pocket, and which magic wands are absolutely necessary to prepare me for any contingency. This is as much part of the strategy as combat and positioning are.

Beyond combat, every run—and especially success or discovering new mechanics through unique play—reveals new story elements, gameplay features, and opportunities to prepare for future runs. Winning a run resets everything except for items. A savvy player will recognize that they don’t need all of their super powerful end-game equipment for a new run, so stashing some goodies at a warehouse at the starting village is a shrewd prospect. This way, if a run goes south, players can take something nice with them. Players also unlock training modes, challenge missions, and the ability to save players who go down. If anyone goes down after a few runs, they unlock the ability to be rescued three times per journey. This is a low-stakes way of helping out another player. I quite enjoyed this element, because it gave me another reason to play well: simply helping another person. Take that, Dark Souls.

A giant enemy spawned from the gates of wherever.
Kinda looks like a Bubble Bobble enemy.

The various systems and opportunities to engage in the game differently keep Shiren fresh. Several unique dungeons sprout up along the way and are sprinkled into each run. I adore the pacing and rate for introducing new elements: enough to keep the game interesting without inundating the player. Discovery’s a huge draw in roguelikes, and Shiren the Wanderer nails that in this latest iteration.

All is not rosy, though. Serpentcoil Island, for all its systems and quality-of-life features, can feel stale after a while. At the end of the day, this is a roguelike on the simpler side. If you’re like me and love meaty, dense, and complex systems in your roguelikes, this isn’t it. That said, it’s still fun and engaging when played in spurts. I praise the developers for making an accessible yet strategic roguelike because this subgenre often has a steep learning curve and barrier for entry. While I’ve beaten the game, I can tell that I’m going to do my routine 90% completion on this game, even after investing 20 hours. The post-game is the game.

  • Graphics: 75
  • Sound: 75
  • Gameplay: 83
  • Control: 80
  • Story: 75
80
Overall Score
(not an average)

About our grading scale

Review by · December 7, 2024 · 3:00 pm

Can an innocent sin be forgiven, or must its punishment be eternal? Shin Megami Tensei: Persona 2: Eternal Punishment, the follow-up to Shin Megami Tensei: Persona 2: Innocent Sin, asks that thought-provoking question in a compelling narrative. Unfortunately, while the believably written characters and philosophical plot manage to delight beyond the sands of time, Eternal Punishment’s PSP remake suffers from dated gameplay mechanics that make playing it a trial in patience. However, an ultimately rewarding experience awaits those who can see the game through to its conclusion.

Eternal Punishment was initially released in 2000 for the Sony PlayStation. Though it’s the second part of the Persona 2 duology, it was the first to receive an official English localization. It wasn’t until 2011’s PSP remake of Innocent Sin that it would receive the same treatment. A PSP remake of Eternal Punishment soon followed in 2012 but was only released in Japan. Those who played the PSP version of Innocent Sin would have to get the older Eternal Punishment port on PSN to see the tale’s conclusion without the added bells and whistles of the PSP remake. That is until an English patch was created for import copies of the PSP version, thanks to sayucchin. Utilizing an edited translation of the official PlayStation port for the script of Eternal Punishment alongside approved translations of the added Additional Scenarios from the PSP version, you can now play the definitive version of Eternal Punishment.

Persona 2: Eternal Punishment takes place in Sumaru City, where 23-year-old Maya Amano works as a journalist. Her current assignment concerns the JOKER case, a supernatural phenomenon rumored to have a connection to cell phones. Should a call be made to JOKER, they’ll kill whoever the person calling asks them to. After encountering the actual JOKER while investigating, Maya and her companions are given the power to fight by calling on their Personas, paranormal manifestations of their inner selves. Soon, they find themselves dragged into a conflict where rumors can become a reality and nothing is what it seems on the surface. A national paranormal conspiracy threatens not only their home but the entire world at large. Will they succeed in their efforts to save everyone even as harsh truths about life as they know it become revealed?

Baofu smoking while his glasses shine in Shin Megami Tensei: Persona 2: Eternal Punishment (PSP).
Baofu is one of many great characters.

It’s an understatement to say that Persona 2: Eternal Punishment’s story is its most vital feature. The duology for P2 arguably has some of the best writing of the Shin Megami Tensei spin-off series, bringing a lot of exciting plot points to the table. While understanding and background knowledge of Innocent Sin and even the first Shin Megami Tensei: Persona’s events give the tale much more impact, Eternal Punishment can also serve as a decent stand-alone story due to its overall narrative strengths. Regardless of how you come into the story, it excellently conveys its core messages. Despite the game’s narrative being over twenty years old, its themes have a timeless and universal quality that still resonates.

Eternal Punishment deviates somewhat from the norm regarding modern Persona tropes. The game’s leading party is adult characters, which is still relatively rare for JRPGs and virtually unheard of in other mainline Persona games. Maya is a great main character, particularly if people have a connection with her from her appearance in Innocent Sin. She’s joined by her best friend Ulala, a down-on-her-luck young woman (especially when it comes to romance) who also has some of the most believable reactions to the paranormal events they find themselves wrapped up in; a by-the-books police detective named Katsuya (my fave character of the party!) struggling to understand his younger brother Tatsuya’s bewildering actions and apparent connections to the current paranormal events; and Baofu, a surly realist of an extortionist collecting various rumors with a surprising amount of knowledge regarding the Taiwanese mafia. 

Yukino's introduction in Shin Megami Tensei: Persona 2: Eternal Punishment (PSP).
You’ll see some familiar faces from the first Persona game and Innocent Sin.

Two returning characters from the first Persona title and a surprising addition from Innocent Sin also join the main cast later on. The PSP version of Eternal Punishment even delves further into Tatsuya’s actions at specific points in the plot through unlockable Additional Scenarios utilizing a visual novel-style storytelling approach. Truthfully, I found the focus on older characters and their various real-life issues rather refreshing compared to other Persona titles.

While Eternal Punishment has one set ending, player choice still plays a critical factor in how things pan out in certain scenes and even gameplay elements. Maya is a silent protagonist, but you can occasionally choose her responses to help “flavor” a scene to your liking. You can even carry over save data from a playthrough of Innocent Sin, allowing the game to reference some of your previously made decisions (for instance, if you initiated a Tatsuya and Jun romance or something of that ilk). Choosing which Shin Megami Tensei: Persona character to have temporarily join your party impacts later dungeons and boss fights, and even just how many of Tatsuya’s Additional Scenarios you can unlock. You can even manipulate rumors you gather throughout various points of the game to your advantage, depending on how you approach them!

Choices also spill over into battle strategy, with much freedom and customization in approaching combat. The central conceit here is Persona summoning, which you accomplish by collecting a required amount of Tarot Cards. This acquisition of Tarot Cards occurs during combat with demon characters, where instead of simply attacking them in traditional turn-based order, you can choose to make contact instead. You can strike up a conversation with a demon and, if it goes well, gain Tarot Cards from them as a show of trust. Once you collect enough of them, you’ll head to the Velvet Room and use them to summon a new Persona.

Katsuya gets ready to initiate contact with a demon in Shin Megami Tensei: Persona 2: Eternal Punishment (PSP).
Making successful contact with demons is vital to game advancement.

Every Persona has its unique skill set, and you can further tailor a Persona’s abilities and stats by giving them additional ability cards upon creation. Having a Persona with various abilities and skills can be vital while traversing dungeons, as you need to rely on buffing and debuffing regularly and hitting an enemy’s weak points to turn the tide of battle. Depending on which moves an equipped Persona has in their arsenal, up to three party members can combine their abilities to create powerful Fusion Spells with a list of available options and how to initiate them accessible during combat for a refresher. You can even play around with turn order to ensure a Fusion Spell, healing, or buff occurs early in the battle.

While it can be fun to strategize and experiment with combat to find what works best for you, I can’t say that the system is flawless. Contacting demons can be a risky business. At first, you have no idea what character dialogue choices a demon may or may not react favorably to: anger them enough, and they become hostile. Once you find the option that works for a particular demon, you can spam that dialogue choice constantly until you get the desired result. Battles get repetitive due to their turn-based nature once you figure out best strategies since you repeat those steps continually. 

Combat ranges from frustratingly difficult when initially leveling up Persona to acquire all their skills— especially if you should happen to get into a fight with enemies without a weakness you can readily exploit—to downright tedious if you know exactly how to end the battle quickly. Even powerful Fusion Spells have inherent flaws that can give you pause on when to use them, such as two-group-affecting spells turning into a single target spell when fighting multiple hordes or if one character can no longer act due to a debuff when the timing presents itself. Playing around with character order also affects when enemies attack. It doesn’t help that dungeons are often long treks riddled with traps and puzzles where you usually get into a fight every two or three steps. Truthfully, I immensely enjoyed uncovering story scenes whenever I played Eternal Punishment. Still, I took some rather lengthy breaks from it in between dungeon explorations to keep from feeling burned out.

Chief Todoroki prepares to spread a rumor in Shin Megami Tensei: Persona 2: Eternal Punishment (PSP).
Rumors have immense power depending on how they’re utilized.

Visually, the PSP version of Eternal Punishment received a fresh coat of paint as far as graphics and art direction. I love the updated-yet-still-obviously-early-2000s character designs and artwork, though the visual presentation might not be for everyone, particularly those used to the modern Persona aesthetic. The creative VN-esque story presentation of the Additional Scenarios is interesting, and I enjoy comparing the new animated intro movie with the original PlayStation version in the movies section of the Gallery. The character designs are unique and expressive, and I love the detail in the spritework.

I was impressed by this port’s sound effects and partial voice acting. The music is phenomenal in its remixed form and original score, and you unlock both soundtracks, along with a few Innocent Sin songs, in the Gallery after beating the game. I especially enjoy the central vocal theme, “Change Your Way,” by Elisha La’Verne. For the most part, I was impressed with the fan translation script and liked that Japanese honorifics were kept when appropriate and made sense for character dynamics.

I was at fifty-nine hours when I finally beat Eternal Punishment, and I know there are easily more than fifty hours of side content that I didn’t unlock. The sheer number of things to do in Eternal Punishment is staggering if you’ve got the patience for it. I credit the title for offering high replayability because each playthrough can go very differently depending on your approach and choices. A “Restart” option allows you to carry some elements from a cleared save file to a new game if you so choose.

Overall, I’m glad I was able to play this version of Persona 2: Eternal Punishment in its entirety. It’s a phenomenal game from a storytelling stance, made even all the more impressive given the title’s age and the high caliber of writing the series is generally known for. Unfortunately, I wish some of the gameplay elements, particularly dungeon exploration and the high frequency of random encounters, weren’t quite as dated; I can see where the Eternal Punishment would be a hard sell for gamers who don’t have the patience for more traditional old-school RPG mechanics.

As it stands, the PSP version of Persona 2: Eternal Punishment is the definitive version of the game to play, given its slight quality of life improvements, updated visuals, and the added Additional Scenario sequences, even if it might not offer enough to entice everyone to import a copy of the game given the dated mechanics. I can only hope that Persona 2: Eternal Punishment, along with the first Shin Megami Tensei: Persona and Persona 2: Innocent Sin, might one day get the same type of remake overhaul Persona 3 Reload received since the story and characters still impressively stand the test of time.

Fan Translation Disclaimer: Over the last two decades, fan localizations of titles unreleased in the West have opened up exciting new experiences for gamers around the world. However, it’s important to note that fan translations are NOT endorsed by the original developers or publishers of these games. As the story and dialogue in fan localizations are unofficial interpretations of the original text, our “Story” score may not accurately reflect the genuine intent of the developers. RPGFan only reviews fan translations if there is little to no evidence of an official localization in the immediate future.

  • Graphics: 84
  • Sound: 87
  • Gameplay: 78
  • Control: 80
  • Story: 95
85
Overall Score
(not an average)

About our grading scale

Review by · December 4, 2024 · 6:00 am

Fantasian: Neo Dimension is a game filled with contrasts. Its turn-based gameplay systems are conventional but are nonetheless polished through the encounter design. Its story features intriguing setups but underwhelming payoffs. It echoes classic RPGs of decades past while including innovative features that many similar games would benefit from. And its combat starts out pitifully easy before rising to a frankly merciless degree.

Some of these contrasts complement one another while others clash quite jarringly. Occasionally, this means the experience feels uneven, but Neo Dimension ultimately emerges as a remarkably strong gameplay experience. Even a narrative lacking in substance isn’t enough to offset this. Its humble origins are on full display for this console port, but its many strengths still show through. My assessment will likely come off as more negative than positive at first, but make no mistake: Fantasian is an undeniably good game.

A Fantasian screenshot featuring Leo and Kina look through several portals in a strange blue-tinted dimension.
I hope you like the multiverse.

The game opens with a boy named Leo waking up in a world of machines after losing his memory, pursued moments later by mechanical assailants. After escaping with the help of a pair of friendly robots, he begins searching for clues to alleviate his amnesia. He finds help in the form of Kina, a fortune teller’s apprentice, and Cheryl, a princess he’d previously stood up on a date. As the three gradually uncover more clues about Leo’s history and goals, they’re brought into conflict with a malevolent deity known as Vam and a strange mechanical plague he has inflicted upon the world.

Fantasian’s plot is simple, which invokes a nostalgic feeling for similarly straightforward older RPGs. Given that Final Fantasy creator Hironobu Sakaguchi serves as the game’s producer, this is only appropriate. But that simplicity, combined with a lack of direction, makes it difficult to describe its story so that it sounds novel or interesting. Leo and company spend the first ten hours of the game wandering around looking for ways to jog his memory, only stumbling into the broader plot by happenstance. Once the reveals start dropping, it feels like there are still important questions left hanging, and the answers the game provides aren’t substantial enough. It’s suggested that Leo’s pre-amnesia personality was markedly different from the one he has during the story, but nothing much comes of this. It’s not often that a non-silent main character ends up being the least interesting member of an RPG party, but Leo fits that description.

Leo, Cherly, and Kina look out upon a desert wasteland.
Some dynamics show potential, but it’s not quite realized.

The game’s much more open second section (which makes up the majority of the playthrough) compounds many of these issues. The story’s structure is much looser here, as the player can pursue main story objectives in their preferred order. It’s difficult to justify this structure in its current form with the detrimental effect it has on the party as a narrative unit. Most characters join the party based on the player’s chosen objective, meaning that there’s no set order to ensure a given character’s presence at plot events. As such, there’s little opportunity for them to interact. Even the few members of the party guaranteed to be present at all times are bizarrely underutilized. One particularly jarring example of this is a last-minute romance that’s treated completely seriously despite the characters involved barely speaking to one another across the entire game.

The freedom offered to the player does little to offset this since main quests have concrete recommended levels anyway. A more linear experience would probably have served the story much better with no expense to the gameplay. Thankfully, a few characters have an acceptable amount of depth to latch onto, and each of them at least has some form of a character arc. Some of them work better than others, but that any of them work is good enough for me. It helps that the vocal work is solid all around, even if it isn’t transcendently good.

Leo explores a junkyard, rendered in Fantasian's signature diorama photograph style.
The dungeons are at least pleasantly short and sweet.

On a more positive note, a great deal of effort has gone into visually crafting the world of Fantasian, and it’s paid off. Each environment’s design consists of photographed dioramas that were physically built by the designers. There’s a texture to the locales that feels stunningly real, even if the character models don’t always look like they fit. The UI could also do more to hide its roots as an Apple Arcade exclusive game, but they’re serviceable and unobtrusive. A score by industry legend Nobuo Uematsu compliments the atmosphere, and while it’s nowhere near my favorite of his works, it absolutely suits the tone that this game aims for. If the battle music ends up feeling grating, Neo Dimension at least adds the option to select from multiple Final Fantasy battle tracks on the fly.

The amount of effort that went into making this style work is worth all the praise in the world, but its implementation isn’t perfect. For instance, the need to shift between specific camera angles depending on the player’s position within an area means the player has to come to a complete stop in order for the control stick to adjust its directional input to the new camera angle. Shifting without stopping after the transition results in the player moving according to the direction of a camera angle they’re no longer seeing. This never stops being annoying and almost makes me wish the game straight-up implemented tank controls instead.

Leo stands in the quiet town of En, surrounded by brown stone buildings.
It does a disservice to these environments to merely call them “textured.”

Thankfully, the game’s strengths in exploration and questing are enough to offset other annoyances. Fantasian: Neo Dimension is quite good at highlighting where to find sidequests and even has a feature providing hints for finding rare loot without making the process an effortless chore. While the sidequests have about as much going for them narratively as the main plot, they still offer worthwhile equipment and boss fights if you put the time in. And make no mistake, you want to be seeking out both of those things as much as you can because combat ends up as the saving grace of Fantasian.

Combat is uncomplicated. The most unique feature is the ability to curve certain moves to line up multi-hit attacks, but there are some inspired mechanics surrounding it. Early on, the players learn the function of the Dimengeon Machine, a device allowing them to stow away a limited amount of previously fought enemies to fight later. Using this system wisely allows for speedy dungeon traversal, expedited grinding, and much more frantic scuffles with regular enemies than in a typical RPG with random encounters. Even in this re-release, the Dimengeon Machine still feels remarkably fresh.

On the other end of combat, the game’s latter half is home to a cavalcade of great bosses. While the difficulty spikes in this section are incredibly jarring, even on Neo Dimension’s new lower difficulty option, there are always paths toward progress and victory. They’re not always obvious, and some bosses are ridiculously aggravating, but a game with a bit too much challenge is preferable in my eyes to a game that’s too easy. Victory feels like a result of good planning and understanding of each encounter. Rarely is any given fight just a standard exchange of the player’s strongest attack skills followed by a round of healing. Bosses have unique gimmicks or patterns that demand the player seriously consider their options. Each character’s skill list is refreshingly lean, and the ability to reallocate skill points at leisure makes tuning your party for each unique encounter a breeze. And since party members can swap in and out of combat instantly, those options aren’t limited by a three-person party cap.

Leo, Valrika, and Kina fight several foes in the Dimengon Machine. Kina lines up a curved attack to hit multiple fish enemies.
Dimengeon battles can get crowded if you don’t take out the trash enough.

Fantasian is commendable in how it can make gameplay this conventional this engaging. I’ve played so many RPGs that feel like they’re on autopilot that seeing one requiring this much involvement was a genuine delight. I wish more games in this genre had bosses this good and mechanics so compelling. Granted, many of those games also feature better stories around the fighting, so I suppose it ultimately evens out.

Whether or not you choose to invest time in Fantasian: Neo Dimension comes down to your priorities. Are you willing to sit or speed through a bland story to get to the meaty gameplay? Or is a more gripping narrative necessary to get you through a game that clocks in at a few dozen hours? It’s hard for me to say what I personally find more important, but I ultimately came out of Fantasian glad that I’d played it. And if I had to guess, I think that its flaws are forgivable enough to be worth it for most others.

  • Graphics: 88
  • Sound: 81
  • Gameplay: 96
  • Control: 75
  • Story: 64
81
Overall Score
(not an average)

About our grading scale

Review by · November 27, 2024 · 5:00 pm

Broken Sword – Shadow of The Templars: Reforged is a brand-new version of a game that I first encountered in its original form when it released way back in 1996. While the game debuted on the PC, my experience was with the hugely popular PlayStation version. At the time, I had no access to the internet, so unfortunately, I reached a point where I became stuck and gave up on it. A few years later, a close friend picked up Broken Sword and became a huge admirer, despite losing hours of progress due to a power cut caused by a housemate doing some late-night soldering. I didn’t know what I was missing. After playing Reforged, I want to give my younger self a good talking to.

Broken Sword is a point-and-click adventure, popularized in the eighties and nineties by titles such as Maniac Mansion and The Secret of Monkey Island. Gameplay centers around clicking to direct your character and interacting with objects. You collect items to store in your inventory and use in the environment, and some can be combined with each other.

You play George Stobbart, an American tourist visiting Paris, who, as he sits in a local café, gets more than the tasty croissant he bargained for. A clown enters the café, steals a suitcase from a man, and replaces it with a bomb. George narrowly avoids death and sets off down a path to investigate this mysterious sequence of events instead of hiding in a dark room for a week, which would have been my reaction to nearly being blown to bits. On the way, he encounters psychic police officers, numerous disgruntled workmen, shadowy cults, and a beautiful Parisian photojournalist who helps him piece the clues together.

For those familiar with the original Broken Sword, the first thing that hits you is just how good it looks now. Everything has been redesigned and updated with much greater detail. The backgrounds come alive with an increased interplay of light, color, and darkness, and the sprites seem even more expressive and appealing. These visual updates are especially obvious due to the inclusion of the option to switch between the original graphics and the updated ones at the push of a button, highlighting the sizeable graphical leap 28 years makes possible.

Having this option also demonstrates how marvelous the original pixelated art style was too. If you remember the 20th century at all, it is likely that, like me, you have a fondness for this visual approach. Flicking back to the old imagery filled me with warm nostalgia, like sipping a warm honeyed drink on a cold day. More than this, what they achieved back then within the limitations of the technology is still impressive. In most cases, the designers have not sought to completely change the nature of the settings and characters, but have skillfully evolved them into their current forms. Occasionally, I slightly preferred an older character design, but overall, this is the best way to visually appreciate the title.

It is immediately clear that the developers kept all the vocal tracks from Broken Sword’s first incarnation. Unfortunately, this means that everyone sounds like you are having a long-distance telephone conversation with them using tin cans and a piece of string, with echoey and sometimes muffled dialogue. You soon get used to it though, and this is a price we must pay, as I cannot imagine playing Broken Sword with anything other than this iconic voice acting. Exceptional performances elevate the already captivating storytelling. Hazel Ellerby, as lead protagonist Nicole “Nico” Collard, emphasizes Nico’s fortitude and humor as she supports George in his quest with her investigative skills and the occasional well-timed intervention. The entire thing would fall apart without the work that Rolf Saxon put into creating the voice of George. As you can make George ask any number of inane questions, Saxon must make George sound as equally convincing in the more bizarre moments as he does when playing the role of the action hero, which he accomplishes with style.

Broken Sword is a decades-old game, though, and some elements feel dated today. There’s nothing overly problematic, so I think it is the right decision to present the piece as it has always been, complete with aspects that wouldn’t make it into a finished product nowadays. The makers of Reforged attempt to mitigate this in some areas with new illustrations — for instance, the world map now features postcards rather than pictures of bullfighters and belly dancers. Some stereotypical depictions of nationalities do appear within Broken Sword, from little Irish boy whistling “When Irish Eyes are Smiling” outside of a remote pub, to the exaggerated depictions of Syrians and overweight American tourists. We are painting in broad strokes here. However, no malice is intended, and the largely British creative team is not afraid to take comedic swipes at their own culture, as evidenced by the drunken English football fans who appear later in the game.

The atmospheric music, composed by the late Barrington Pheloung (notable to lovers of classic British TV as the creator of the Inspector Morse theme), reflects the differing locations the game visits, with traditional themes played in Ireland and soulful music ringing out in a Syrian bar. For the most part, it is unobtrusive and subtle, and while being enjoyable, it does not quite reach the heights of the best game scores.

The gameplay is very much of its time. Broken Sword expects significant lateral thinking from you, but the payoff is almost always worth it. Most of the puzzles are ingeniously designed, just hard enough to need some mental heavy lifting,but not too difficult that you pull a muscle. There are some exceptions — the infamous goat dilemma being the most prominent. That one can absolutely get in the bin. Developers Revolution Software understand this, and they offer two distinct ways to engage with the game: Classic Mode and Story Mode. Classic Mode gives you the same challenging (and sometimes frustrating) experience that long-term fans are familiar with, leaving you to your own devices. Story Mode is much more forgiving, and I recommend it to those new to the genre, or if you just don’t want to get stuck for hours on a tricky conundrum. It offers clues on how to proceed, and you can set the regularity at which they appear. Additionally, once you have exhausted conversation options, they disappear from the UI, removing a lot of repetition and annoyance, a welcome convenience in an age when time is a precious commodity.

There are moments of action and danger in the game, which require some quick thinking. If you don’t make the right choice, you’ll be back at the menu screen, which can be a bit irritating if you are gated behind a long story sequence. Thankfully, there are not too many of these, and modern conveniences such as fast loading times and the ability to easily skip dialogue make up for this.

All these pieces come together to make something truly special. As George travels around Europe, meeting colorful and eccentric characters, a kind of Saturday morning magic sets in, like watching Indiana Jones on a school vacation in winter. The varied locations are skillfully chosen and resound with the echoes of history. This Paris is not the modern capital we are familiar with, but an ancient place, with the focus squarely on its medieval churches and historic buildings. In this world, every structure is a monument to the past, every object steeped in story. At the same time, it’s a rip-roaring thriller, with a centuries-old conspiracy to discover. It’s also extremely funny. Nico’s bemused responses to George as he attempts to discuss all the random junk he’s carrying in his pockets with her (like a true point-and-click hero always does) are perfect. Each security guard, police officer, and builder has an amusing quirk — extreme laziness seems to be a running theme. The museum scholar who persists in calling George “Georgie” and the irrepressible British aristocrat Lady Clarissa Piermont also deliver some magnificently witty lines.

Broken Sword – Shadow of The Templars: Reforged takes a game that has always deserved its status as a treasure and polishes its jeweled facets, making it ready to go on display once more. In a developing medium, we need to take the time to revisit our most important titles, so we can better know how our history informs our future.

  • Graphics: 85
  • Sound: 80
  • Gameplay: 92
  • Control: 88
  • Story: 90
90
Overall Score
(not an average)

About our grading scale

Review by · November 26, 2024 · 3:00 pm

Many games have a notable route to release, and VED, from the small development team at Karaclan, is one of the extreme examples. Beginning life as a 2D Souls-like platformer with gorgeous, hand-drawn sprites, the game slowly evolved over 12(!) years to its current RPG format, complete with a complex, branching narrative and turn-based combat. This extended development has required huge design shifts, plus migrations through several game engines over the last decade or more. Although the graphics are as eye-catching and detailed as the original concept, the branching story suffers from poor event cohesion, wonky translation, and an inability to clearly place the lore of the world. Coupled with a lightweight character progression system, this is an RPG where looks may flatter to deceive.

VED tries to do something special with its narrative setup. Cyrus, our blind protagonist, lives in the city of Micropolis with his aunt, and begins the game looking for work at the headquarters of the local corporate giant. He soon manifests an unusual power to teleport to another world interconnected with his human world. This other world is filled with floating islands, strange creatures, and magical artifacts. As Cyrus tries to understand this magical world and its denizens, he realizes that different factions in the human world are also interested in it.

These include a powerful corporation, Impulse, who hoard the magical artifacts of the hidden world to sell powerful technological innovations with similar abilities, as well as a group of Sorcerers who want to establish magic in the human world for all to benefit freely. There’s also the Veds, a sort of anti-magic group that uses their powers to keep the boundaries between the worlds separate, putting them at odds with the Sorcerers. Add in Cyrus’ own motivations and historical events from thirty years earlier that influence the plot, and VED has a potent blend of possible narratives and branching choices.

VED splits its structure into visual novel-style dialogues and turn-based combat. Dialogue choices are frequent, and even what seem like small selections can greatly impact later events. But after the first few chapters, the story begins to buckle under the weight of all these interwoven threads. The cohesion of events breaks down, and it’s difficult to understand why one thing happened and not another. This is exacerbated by weaknesses in the writing and translation.

In short, there are some baffling lines, both in an attempt to provide characterization and to expand and explain lore. I certainly wasn’t expecting to hear “Holy mushrooms!” from a tough-guy character at the point of a significant plot revelation. Nor did I think Cyrus opining that he’s “still a regular person” despite his “plusses and minuses” after a girl notices his blindness sounded like anything an actual human would remark to another. It fits that mere seconds after meeting this unknown character at the door to his aunt’s apartment, there’s an option to call her back as: “She sure has a beautiful voice. I wonder if we’ll ever meet again…But what if I rush after her right now and say something?” This sort of illogical, broken conversation is common and detracts from the story and characters at the heart of it. As a result, the pathway through the plot ranges from merely confusing to outright nonsensical. And while I give the developers credit for providing a full English voice-over, most of the delivery feels like the actors weren’t sure where the characters were going either.

Some narrative choices are tied to the character stats system. Cyrus has scores for Strength, Magic, and Dexterity, which improve as he uses them to make checks against different exploration or choice elements. For these checks, the game adds Cyrus’ current stat value to that of a large d20 die that rolls on screen. The results determine the next stage of the narrative or exploration. The results of the check may deny access to a specific plot route or, in rarer cases, cause you to fail a narrative combat event. There’s also a basic measure of how strongly different characters fear, respect, or feel friendly toward Cyrus, influencing dialogue choices. Even so, those craving more complexity in character customization may be disappointed.

Cyrus explores the magical world through a series of nodes containing exploration, conversation, or combat elements. In combat, he relies on a health point pool and abilities mapped to a hotbar at the bottom of the screen. Conflict only ever involves Cyrus, and he has a range of ability points to spend on his offensive and defensive arsenal. As well as dealing magic or dexterity-based damage and adding a range of status effects, abilities always shift Cyrus to the left or right on the combat screen. This leads to extra strategies, as monster attacks are stronger, or have a greater chance to miss, depending on where they are targeting during any given round. For example, Cyrus might note a monster is targeting the middle of the combat area, and use an ability to strike the creature while moving two spaces to the left. At the start of the monster’s round, it deals less damage to Cyrus because he has shifted to this flank. Abilities can only be assigned to a given section of the combat area, and there are limited slots in each, so you must think carefully about which abilities to equip where.

On the exploration nodes, Cyrus can activate both blessings and curses that remain with him for the duration of the story. In every subsequent round of combat, there’s a chance that one of these accumulated statuses could trigger. It’s a novel way of tying in narrative decisions with combat consequences and increases the variety of a single playthrough: succeeding in a tricky battle because your extra action point blessing triggered three times in a row is pretty cool.

Combat is quick and efficient, with most information being presented clearly, including the important option to view enemies’ upcoming actions. Combat animations are stylish, with Cyrus striking different hit and attack poses as he delivers or takes damage. The main downside is the lack of variety: there aren’t many enemy types, and many abilities feel similar in application. There are several status effects, like increased critical chance or damage dealt, but combat mostly defaults to a slugfest.

Cyrus learns new abilities at a small settlement named Dawn in the magical world. A range of fae folk populates this nascent village, and Cyrus will meet more of them as he progresses through his journey. Once found and directed to Dawn, these fellows unlock the opportunity for Cyrus to build structures in the village that offer additional abilities. It’s a simple system, but it provides a reason to explore thoroughly and engage in battle, since combat is the primary way to earn the currency required to build. New building graphics do appear once construction finishes, but no further settlement systems exist. Much like character progression and combat, there’s not much crunch to engage with.

There’s no doubt VED looks great, from its overall design to small animations of its narrative scenes, to ability animations and monster designs. Everything benefits from the hand-drawn ethos, and little touches like shifting eyes, blinks, and sways lend the world and the characters a lived-in, grubby feel. Cyrus is blind at the start of the game, which is reflected visually, with his perceived view of others literally colored by their personalities.

On his excursions to the magical world, the setting shows off its dream-like backgrounds of ancient forests and fallen palaces. Cyrus teleports through these landscapes by shifting from one 2D plane to another, and it’s a neat way to progress to the next branching narrative, exploration, or combat point. Monsters and setting backdrops are detailed and steeped in dark fantasy, with plenty of dead trees, glowing runes, and gibbering mouths. The developers have pulled in assets from their original 2D platform levels here, and it’s cool to see they’ve managed to keep a link to their original designs from over a decade ago. It’s worth mentioning the musical soundtrack is pretty diverse, with plenty of low-fi throbbing synth tracks and ethereal synths accompanied by the odd choral mood piece. There’s some nicely chosen sounds and pads and this fits the brooding nature of the game well.

VED deserves credit for its gorgeous graphics, workable combat, and underlying lore, but there are significant caveats. Although it proposes to take you on a journey between two worlds and at every point in between, the game makes staying on any path difficult, and trying to find the links between them takes more work than it should. You can find a dozen or so hours of playtime with VED, and many more to explore every possible route or action of consequence. (And if you’re on the fence, there is a free prologue, VED: Purification, available on Steam.) Perhaps with a few patches targeting the script and the wonkier translation, this could be something quite pleasant in the genre. But much like Cyrus, you just might find yourself struggling to understand what’s going on in either of its worlds.

  • Graphics: 88
  • Sound: 72
  • Gameplay: 68
  • Control: 80
  • Story: 55
68
Overall Score
(not an average)

About our grading scale

Review by · November 23, 2024 · 12:36 pm

I’ve heard of monster training and monster ranching, but monster farming is a new one. In Farmagia, you get to do all of those. In Harvest Moon, which currently lives on as Story of Seasons, I always felt one of my biggest accomplishments was building an extension to my house or barn. It signified moving into a new phase of my sim life and operations as an entrepreneur and family person. Marvelous, known for their farming and farming-adjacent games like Rune Factory, are going for a major renovation on the genres they made their home, trying something vastly different with Farmagia while not completely abandoning farming. It’s a new world for Marvelous, but does this change in direction bear fruit? 

Let’s address the elephant in the ground first: Growing and harvesting monsters as if they were crops is a weird premise for a game, and there’s no point where it gets any less weird. A few of the Pokémon-esque monster buddies are plant-like, such as turnips with a face, so that makes at least a little sense thematically. Much odder is growing species from seeds with water and fertilizer that look like actual animals, such as the fluffy fox-wolf hybrid Fangs, plucking them out of the ground, and suddenly having a litter of grown adults ready to fight. I don’t understand the decision to go this route because the farming in Story of Seasons includes raising animals in a more natural way. But it is what it is, and you can’t put your babies back in the ground from whence they came. 

That out of the way, Farmagia is an ambitious effort, both narratively and in gameplay. It somewhat forsakes Marvelous’ traditional farming formula but also tries not to stray too far from it. It’s an odd attempt at creating a hybrid with a moderately successful yield that tastes good but has a funny smell. It boasts inspired combat but is more of a glancing blow than a solid hit. It has the trappings of a Shonen anime that was never released. It adheres to RPG tropes yet takes them in intriguing yet bizarre directions. It’s an odd duck that was plucked out of the ground for some reason, and that confounding choice is symbolic of many similarly strange choices made in the overall design. Yet, it manages to be enjoyable, though it had me scratching my head even as I was feeling it in my chest. 

A cow-like thing with a head crest is on a farm in Farmagia.
There’s nothing natural about this and we shouldn’t pretend there is.

The story takes a roundabout route but eventually gets where it should by the end, despite a bumpy ride and going in some spacey directions. There is no way to guess where it would wind up based on the premise. Even if you like the eventual destination, you must be willing to sit through an uneven 30+ hours to get there. You take on the role of Ten, a budding farmagia. Let me take a step back to explain that a farmagia is a denizen of the world of Felicidad who grows and harvests monsters to fight with, generally in protection of their communities. Basically, “farmagia” is a farming mage. Farmagia is largely a war story. Ten is part of a group in rebellion against an overwhelming conquering effort by a powerful militaristic coalition. The hero’s goal is to protect innocent lives and return the world to its previously peaceful state.  

Though Ten and his party of friends are undoubtedly the heroes of this story, a lot happens to take the story away from them. Each friend has their own episodic side stories, but Ten is a typical hero of destiny. It doesn’t help that two of his male companions are essentially the same character with differently colored spiky hair. Some of these side scenarios feel a bit forced because of awkward plotting. And the second half is largely a rehash of the first with unnecessary, overly elaborate backstories. Though that all sounds negative, the narrative picks up when it focuses on its villains, whose squabbles over power make for more intriguing stories. And there’s a point where the narrative starts going wild with new revelations about this world that kept me curious to see the outcome. 

The segments involving Ten needing to gain a pact from elemental spirits to aid in his crew’s quest are the most fascinating aspects of Farmagia. You can’t have a farming game without romance, but these one-on-one relationships take that tradition in a different direction. All of these spirits happen to manifest themselves as women, and Ten must curry favor with them. That’s not to say that these relationships become romantic or that they go on dates, but that’s not to say they aren’t at all hinting at romance either. Mostly, these optional segments serve to flesh out more about the lore of Felicidad and details about society, such as denizens’ harmonious relationships with tame monsters. It’s quite poignant to learn about these characters who cannot live like ordinary people yet find themselves fascinated by the everyday lives of mortals. These segments are unexpectedly moving and more human than much of the rest of the narrative, even though they’re removed from the main story. 

Characters have a conversation in Farmagia. Lumina is a spirit being in human form explains that she's never tried food.
“Courting” a pact with elemental spirits is surprisingly poignant.

To improve those relationships and advance in the game, you must head outside of town and do combat. Farmagia has a unique battle system that’s a cross between real-time strategy games and Pikmin. You fight your way through a series of levels, similar to a roguelike, with up to four groups of monsters in tow. As you encounter enemies, you essentially fling your monsters at them by group. Keys to success include wearing down enemies’ KO meter (similar to stagger in most other games) and getting the timing down on perfect guards, which is exactly what it sounds like but much more forgiving than your average Souls-like. It’s exhilarating but also feels on-rails, as the game guides nearly every move with its many prompts.  

If that makes it sound like combat is at odds with itself, that’s how battle preparation feels, too. All monster groups fall into four types: close-range, long-range, support, and formation (basically defensive). Though different species of monsters fall under each type, you don’t have the option to mix and match monster types for battles, i.e., you can’t have two close-range groups. Though the different species of monsters have unique characteristics, those differences seem negligible, considering enemies have weaknesses against specific types of monsters rather than different monster species. Don’t get me wrong, there’s nothing wrong with making a game simple or easy. But Farmagia gets caught up making its systems feel more complicated than they actually are while also going overboard to guide you through rather than letting you make your own decisions. The game is still fun to a degree, but it’s torn between wanting to present complexity and simplicity and succeeds at neither. 

Monsters do battle as characters direct them in Farmagia.
When monsters attack…

It’s unfortunate that farming’s primary purpose in Farmagia is to feed into combat, though it doesn’t do that adequately either. Considering it’s made by Marvelous, the farming aspect feels overlooked and tacked on to a different game. It feels lacking because the only thing you farm is monsters — no vegetables or any other items. But even farming monsters that you use in combat has a small impact on your experience. Most of the monsters you grow go toward research: on tools to improve farming efficiency and unlock new species of monsters. Especially compared to something like Story of Seasons, farming feels significantly stripped down compared to other farming-dedicated games. There’s no time limit on the farming segments, just the typical energy meter to cap how much you can do each day. There’s no day-night cycle, no changing of seasons, and no changes in Felicidad’s always-sunny weather for a change of pace. Farming is easily the most disappointing aspect of Farmagia

There’s also the loss of the naturalistic charm and subtle beauty of typical Marvelous farming games. It’s one thing if there’s an artistic reason to create a different mood for a different kind of experience, but that charm is something Farmagia would have only benefitted from. A big issue is the disconnect because you travel between the different areas you need to visit completely via menus. It loses the physical aspect of having to walk from place to place which gives the world a quaint, lived-in, personal quality. In an odd and likely inadvertent way, Farmagia demonstrates the sacrifice peaceful societies experience when they are forced into wartime. 

As in any great Shonen anime, the eclectic soundtrack is top-notch, ranging from cheery takes on traditional Japanese music to sweeping choral arrangements and wild power metal. When the story goes for the emotions, the sounds are there to match. The voice acting is in English, and it’s fine if unmemorable. Visually, the characters and the whole world of Farmagia wouldn’t be out of place on Crunchyroll. The physical characters don’t appear much outside of combat and farming. The story delivery is visual novel-style: static portraits with a text box underneath and a handful of short anime cutscenes in impactful moments. For the controls, mapping every single button on the controller to get consistent use is perhaps commendable. However, there are times, mainly when you’re fighting many enemies at once, that targeting is terrible regardless of whether you use lock-on or not. 

On the farm in Farmagia, with the player character surrounded by his farmed monsters.
It looks plenty familiar to Story of Seasons fans, but they’ll be disappointed with what they find here.

Overall, when Farmagia succeeds, it does so in spite of itself. The story has its moments, though you have to do some digging to discover the best ones. Whatever the deal with combat is, it’s at least functional. It’s disappointing that farming, of all things, is treated as an afterthought. But the concept is a weird one. Marvelous may have been better off leaving sleeping monsters where they lie (in the ground, where they were grown). 

  • Graphics: 80
  • Sound: 85
  • Gameplay: 73
  • Control: 75
  • Story: 80
75
Overall Score
(not an average)

About our grading scale

Review by · November 20, 2024 · 12:00 pm

I don’t like to compare video games. I prefer to evaluate each game on its own merits, as its own experience. I enjoy games much more when I do this because I don’t get wrapped up in what I think a game should be—it simply is. It’s very demure, very mindful, or whatever the hell kids are saying these days.

However, some games are so like their inspirations that it’s nearly impossible not to compare them. That brings me to the Turbografx-16’s Neutopia, Hudson Soft’s answer to the NES’ The Legend of Zelda. Considering how litigious Nintendo seems, I’m surprised they didn’t end up owning Hudson Soft and its cute little bee mascot. Since Konami does next to nothing with Hudson Soft’s extensive library of IPs, this might have been for the best.

And while there are many Zelda-likes now, I can still think of none more blatantly obvious than Neutopia. And to be clear, I enjoy Zelda-likes! There’s a reason so many developers have copied Zelda’s formula over the years, and more old-school Zelda is always a boon for me, especially since I’m not a fan of Link’s open-world adventures. So, I was immediately on board for a Hudson Soft Zelda, especially given their creativity and output during this era.

Title screen for Neutopia with the lead character on a high mountain, sword drawn, pointing his sword out toward the countryside.
A Zelda-like by Hudson Soft? So many possibilities!

The world of Neutopia is ruled by the wise and beautiful Princess Aurora, who uses the power of eight medallions to ensure peace and prosperity throughout the land. Aurora and her ostensibly powerful medallions reside in a temple, and, wouldn’t you know it, the evil Dirth shows up one night and takes them all. Seriously, he warps to the temple, walks in, takes everything, and warps away. Apparently, Neutopia was having a going-out-of-business sale on royalty and mythical artifacts, and Dirth showed up right on time.

Look, Zelda isn’t winning any awards for wielding her powers or the legendary Triforce, either, but at least she has some guards, OK?

Anyway, because Neutopia is The Legend of Zelda, we need a hero. That hero is the courageous Jazeta, who, sword in hand, sets out to find the eight medallions in eight dungeons, rescue the princess, and save Neutopia from the world’s smartest shopper. Cheesy comments aside, it’s all quite familiar, yes? And in terms of gameplay, if you’ve played any pre-BotW/TotK Zelda, you know how it plays and what to expect.

Perhaps surprisingly, Neutopia improves Zelda’s formula in some ways despite nearing copyright infringement. First, the compass you get at the start points you toward a dungeon on the overworld. Once inside a dungeon, it points you toward the boss. It’s a fantastic addition because you can’t get lost when either is your destination. Second, the fire rod! It initially shoots weak fireballs, but as you increase your max HP, it eventually shoots fire pillars. However, its form and damage rely on your current health, so it reverts to garbage as you get injured. Fully powered, though, it is arguably more useful than your sword if only because you don’t have to get so close to enemies.

However, aside from the fire rod, Neutopia doesn’t even try to innovate with its items. You’ve got bombs, a healing potion, and a lantern and ladder that aren’t exactly those things but function like those things. Teleport wings are nice but perfunctory: they warp you back to your last save point. The ring, which replaces all the on-screen enemies with an easier version of that enemy, can be helpful, but you can only hold one item at a time, so you can’t strategize with it. The sword, shield, and armor upgrades do what they say on the label, nothing more.

Conversing with a villager in Neutopia who is commenting on the Princess's ability to unleash the forces of goodness.
I guess the forces of goodness are hugs and positivity, not weapons.

While The Legend of Zelda is mostly nonlinear (for better and worse), Neutopia is more restricted. Its world is divided into four spheres, and retrieving the two medallions hidden in a sphere unlocks the next sphere. If you think “sphere” is an interesting way to describe the area in which you live, I agree. I had no idea what people were talking about when they mentioned spheres, and the laughable translation sees people mixing up “sphere” and “labyrinth” (I assume for “dungeon”) constantly. One helpful guy told me that another helpful guy lived near a fountain and had a valuable item for me! I struggled to find him because there are no fountains. Oh, he meant a waterfall. Whoops!

The Legend of Zelda‘s translation wasn’t great either, but a key difference here is that it only has a handful or two of people to whom you can talk. Neutopia is FULL of people, and they ALL want to talk to you! They either offer banal platitudes or give you advice, which, as noted above, is sometimes unhelpful. I’d say don’t bother talking to anyone, but then you’d miss out on shops, upgrades, and important items you need to play the game, so.

While Neutopia’s lack of identity, disappointing items, and 80s-style translation issues aren’t enough to ruin the game, two design choices nearly finish it.

First, Jazeta’s hitbox is his entire sprite, but the same isn’t true of his enemies, and the collision detection is unforgiving, resulting in constant hits, which can feel unfair. Enemies don’t seem to have any definable movement pattern either. They’re free spirits, and their fast, erratic movements send them everywhere. Sometimes, they bum-rush you; other times, they don’t seem to know you exist. It’s not at all uncommon for one to occur after the other. Also expect to get hit the second you enter a screen. The more I played, the more I dreaded encounters with common enemies.

This is why the fire rod is so much better than the sword, but even it isn’t a perfect solution. Fire pillars are solid damage dealers but move slowly as they cross the screen. As a result, fast, flying, and jumping enemies are a nightmare to hit. As your fire rod weakens, enemy projectiles also interrupt your shots. These issues make combat finicky and far more frustrating than it should be.

Jumping frog enemies in the forest threaten the player character in Neutopia.
Keep your distance from jumping enemies, including these oddly violent frogs.

Second, and somehow worse, is the designers’ affinity for bombs. Like in Zelda, you use bombs to destroy walls, and just like its inspiration, there’s no way to tell which walls are fake. As a result, you make educated guesses (for example, the wall on the screen’s edge is probably real) and check almost every…single…wall.

Now, you’re probably wondering: how many bombable walls are there? I pulled up a map on GameFAQs and counted all the walls in the Sea Sphere’s overworld (world three of four) just for you, dear reader. There are 58. You can hold a maximum of 20 bombs, assuming you find all the upgrades, but that sometimes requires using bombs to find them. Oh, and some of the walls you destroy reseal after you leave the screen, including the shops where you buy bombs. And enemies rarely—if ever—drop bombs, so you’re stuck constantly buying more bombs if you can remember where the bomb shops are located.

To be clear, it’s not like you’re going to bomb all 58 walls in the Sea Sphere—unless you’re really unlucky. There’s only one fake wall in each section, but given that there’s no way to tell what’s real and what’s fake, it still takes an unnecessary amount of time and bombs to find everything. Look at sections A3–A5 in the map I linked above: there are 11 bombable walls, and none are fake.

I’m not ashamed of this, but I’ll be honest: I used GameFAQs maps to identify the right walls once I reached the Sea Sphere. The constant need to bomb every wall and then refill on bombs to bomb more walls is a chore. It ruins Neutopia’s pacing and sucks the fun out of exploration, which is a key element of its inspiration. And it’s even in the dungeons!

A dragon boss in a dungeon throwing fireballs while the player character blasts some magic back in Neutopia.
Neutopia’s boss fights are either straightforward or similar to those in Ys I & II.

Neutopia’s dungeons are like The Legend of Zelda’s but more unfriendly. Finding a crystal ball displays a predefined area of the dungeon map but doesn’t include rooms you must bomb to access. Bombable rooms are removed from your map if you leave the dungeon. And important items—equipment upgrades, the key to the boss’s room, etc.—are often found in those areas. So, much like the overworld, you spend a lot of time bombing walls and praying you picked the right one.

What happens if you run out of bombs in a dungeon? If you leave to buy more bombs, the walls you destroyed will reseal. I can’t emphasize enough how infrequently enemies drop them, either. You either get lucky, or you’re stuck in a bomb-buying cycle. Even drawing your own map (for dungeons or the overworld) won’t save you from this trial-and-error design.

Speaking of hostile designs, you know how, in Zelda, you often must push blocks to open doors? Neutopia does that, too, but it likes to hide swords in blocks, and you won’t know that block is boobytrapped until you get stabbed. And since Neutopia has way more room layouts than Zelda, get ready to be stabbed a ton looking for the right block. The screenshot below illustrates how close you must get to trigger it. Can you do that for every block you think you can push? You don’t have a choice, and don’t forget—taking damage weakens your fire rod! It’s like the designers threw salt in your wounds, then pushed you into a vat of lemon juice.

While Neutopia’s enemy designs run the expected gamut of slimes to soldiers, its bosses are large and fierce, putting Zelda’s to shame. Some are reminiscent of the bosses Adol fights in Ys I & II. If you’ve played those games, you’re familiar with the same pain points: the bosses occupy a ton of real estate, constantly fire projectiles, and only show their weak point for about half a second. While they can be frustrating, they are satisfying to take down, much more so than, for example, a lethargic Gleeok.

Neutopia’s graphics are bright and crisp but a bit basic. Regardless of which sphere you’re in, there’s a lot of brick and rock everywhere. They’re still more inviting than Zelda’s dull landscapes, but not by much. Impressively, there’s little to no slowdown or flickering, regardless of what’s happening on screen. However, Neutopia’s soundtrack is full of bangers. I frequently listen to video game mixes while working and immediately recognize when a song from Neutopia starts. The Sky Sphere’s song almost feels like it could be in a shmup. It’s energetic, gets my blood pumping, and I love it. It makes me feel like I’m about to embark on an incredible journey with dire consequences for failure. I do wish they were longer and there were more of them, though.

While I appreciate that Hudson Soft tried to put its own spin on the Zelda formula, the result is unfortunate. Neutopia isn’t disappointing because it’s not Zelda: it’s disappointing because it doesn’t nail the basics, and its clumsy attempts to break from its inspiration derail what could have been a predictable—but solid—adventure. Considering Neutopia’s inspiration and its developer’s pedigree, I expected better. Here’s hoping the sequel, which I plan to review soon, is better.

  • Graphics: 70
  • Sound: 75
  • Gameplay: 45
  • Control: 65
  • Story: 60
63
Overall Score
(not an average)

About our grading scale

Review by · November 19, 2024 · 3:00 pm

In my 2023 Game of the Year writeup, I put Master Detective Archives: Rain Code as the 2023 game I wanted to play in the future. At the time it was a Switch exclusive (and I do not have one), but it was inevitable that this cool game would not stay exclusive. And now we have the multiplatform Master Detective Archives: Rain Code Plus.

This Plus version features crisper graphics in 4K resolution, reduced loading times, and smoother overall performance on other platforms. There is also a new Gallery mode for rewatching FMV cutscenes and listening to the soundtrack. This version also includes all the DLC substories that flesh out the cast. One of the goodies included with first-run, deluxe physical editions of the PlayStation 5 version is a print copy of the original novel How to Be a Master Detective: A Halara Nightmare Case.

Rain Code Plus stars Yuma Kokohead, an amnesiac young man who wakes up on the cold floor of a train station’s lost-and-found room with nothing except a pounding headache, a strange letter identifying him as a member of a special society of superpowered detectives, and a luxury train ticket to the enigmatic Kanai Ward for a top secret mission.

During the train trip, Yuma learns he gave up his memories to a giggly yet powerful specter named Shinigami in exchange for her partnership and powers. Of course, Yuma has no idea when, why, or how he even did that. Desperate for answers, Yuma has no choice but to go along with Shinigami and her dimension-hopping shenanigans as they uncover Kanai Ward’s myriad mysteries.

Yuma’s believable reactions to the absurdities thrust before him convincingly immerse players into Rain Code Plus‘ beautifully “mysteriful” chaos. He is a solid player vehicle for Rain Code Plus‘ compelling, if sometimes long-winded, 30-ish-hour ride filled with action, drama, anime hijinks, and plot twists galore. Most engaging is the eclectic cast of multifaceted characters Yuma meets along the way. Even minor characters with minimal screen time leave memorable impressions. Because Yuma and Shinigami have such contrasting personalities, their conflicting opinions on the people they meet add dimension to those characters.

In addition to its residents, the seedy city of Kanai Ward itself is fascinating. Perpetually rainy and under the looming shadow of the sinister Amaterasu Corporation’s headquarters, Kanai Ward elicits a vibe similar to what everyday life “under the rotting pizza” of Shinra in Final Fantasy VII‘s Midgar might be like. Kanai Ward is a depraved place, and Yuma eventually realizes how violent and cruel it can be.

Rain Code Plus‘ English language voice acting is fantastic. The two leads have some of the best voice acting I’ve ever heard in a video game. Lucien Dodge absolutely nails Yuma’s performance and Anjali Kunapaneni does not just portray Shinigami, she becomes Shinigami. The interplay and chemistry between Yuma and Shinigami are impeccable thanks to the actors’ stellar performances and Alex von David’s expert voice direction. Even no-name characters with only one or two lines deliver those lines convincingly.

I’ve mentioned Shinigami a lot because your enjoyment of Rain Code Plus depends on how endearing you find Shinigami. This self-proclaimed death god is an adorably huggable ghost who transforms into a sexy, goth-clad anime girl who shamelessly uses her lascivious tendencies to make Yuma uncomfortably squirm. I was into it, but if Shinigami’s over-the-top personality in the trailer turns you off and you have a low tolerance for occasional fanservice, then Rain Code Plus may not appeal to you.

Playing Rain Code Plus made me feel like I was in an anime series I would have obsessed over during my formative anime-watching years. My younger self would have had Rain Code Plus wallpapers on all his devices. The cutscenes’ dramatic angles make me feel like I am right in the middle of the action, and the game runs fluidly with no slowdown, even when a lot is happening on screen.

The colorfully designed and expressive character models have all kinds of cool little details. Combine that with creative environments and cutscenes employing a variety of art styles, and Rain Code Plus is a visual feast. Various shades of purple dominate Rain Code Plus‘ visual design. Purple’s blend of calming blue and fiery red symbolize the push and pull of Yuma’s uncertain emotional state and the various push-and-pull circumstances within the narrative. Simply put, Rain Code Plus is a very stylish game with the substance to back it up.

Phase one of Rain Code Plus‘ gameplay consists of exploring every nook and cranny of Kanai Ward, searching for clues and points of interest akin to a point-and-click-style adventure game. As clues are found, Shinigami’s dimension-hopping abilities eventually thrust Yuma into trippy-looking dungeons called Mystery Labyrinths. In these dungeons, Yuma fights in active-time turn-based battles using the pieces of evidence he uncovered in Kanai Ward to attack foes while simultaneously avoiding or repelling said foes’ damage-dealing verbal attacks. Along with these battles, puzzle, QTE, and other assorted minigame sequences pop up throughout Rain Code Plus to keep gameplay fresh.

The gameplay is not perfect, though. Some of the aforementioned minigame sequences are unintuitive, gimmicky, or rely more on lucky guesses than deductive logic. Rain Code Plus‘ many sidequests provide supplementary world-building, but are uninspired fetch or go-between quests that I wish were more dynamic. While the game allows for remapping keyboard controls, there are no such options for gamepads. The default gamepad mapping took some getting used to, and I would have liked the option to change it to my liking. Rain Code Plus does not offer an adjustable difficulty level, and while I found the challenge level fine, others may find the game too easy.

It pains me to say this, but though I enjoy composer Masafumi Takada’s work, Rain Code Plus‘ soundtrack is largely forgettable. The layered compositions utilize intricate instrumentation and draw from several music genres to fit their intended circumstances, but they’re repetitive and don’t make lasting impressions. Kanai Ward and its colorful characters deserve punchier music to complement their vivid personalities.

When all is said and done, I thoroughly enjoyed Master Detective Archives: Rain Code Plus. Hearing my colleague Peter talk about Rain Code last year as he worked on his review made me want to play it, and I’m glad I was finally able to. Except for the mediocre music and some gimmicky gameplay elements, Master Detective Archives: Rain Code Plus lived up to my internal hype and is worth playing. I hope to see more Master Detective Archives games in the future.

  • Graphics: 90
  • Sound: 79
  • Gameplay: 79
  • Control: 79
  • Story: 88
83
Overall Score
(not an average)

About our grading scale

Review by · November 19, 2024 · 8:00 am

I’ll freely admit that I may not be the target audience for World of Kungfu: Dragon and Eagle. I have minimal experience with the historical wuxia genre beyond watching Crouching Tiger, Hidden Dragon a few times and playing the Imperial China chapter of LIVE A LIVE. That said, I also love both of those things, so the prospect of a grid-based RPG with a sprawling wuxia story got me quite excited. The prospect of this game fully immersing me into this time period and culture was just too interesting to pass up.

Having now played the game, I realize my excitement could not have been more misplaced, and I must bear some unfortunate news to anyone invested in the wuxia genre. World of Kungfu is a failure on almost every level. The massive scale and scope of its plot results in a story that is only comprehensible in broad terms. Its combat is serviceable, but the mechanics of preparing your characters for battle are obtuse and unbalanced. Its one saving grace, the massive world and secrets found within, are squandered so spectacularly that it’s hard to imagine World of Kungfu being any good as a functional version of itself. Shockingly, it doesn’t even manage that much.

An item selection popup informs the player that they "Got item [Unauthentic Fist Punches] *1" as the player stands on an open field south of a city.
Pictured: the average consumer buying this game.

The plot starts with your customizable main character resting at a temple, only to be attacked by a man in blue robes. Fending him off, you two immediately witness a duel between two master martial artists who leave two manuals behind. After choosing yours, you and your assailant become friends for some inscrutable reason and soon set out to aimlessly explore the world. If you stumble upon the place the game wants you to go, you get swept up in a conflict over an important military document that veers in and out of relevance as you attend multiple kung-fu tournaments, get involved in a war, and find your loyalties tested through a series of branching choices that might have been engaging if the story driving them was coherent.

It’s hard for me to get a handle on World of Kungfu‘s story due to its odd delivery. The script features a baragge of names, titles, locations, and factions for which new players have no proper context during every major story beat. Even moments that feel intended to be character-driven spout so much ceaseless exposition that note-taking or some degree of historical familiarity with the setting feel like prerequisites. The sheer density of information gave me a massive headache whenever I attempted to understand it.

A character named Jiang Rujing, Savant of the W. says "Dominate Wulin, live in seclusion, carry on the family line..." under the moonlight.
Every story beat bombards the player with new characters or information to the point it’s impermeable.

This lack of clarity affects story progression as well. Finding your next objective in World of Kungfu is usually simple but turns Kafkaesque far more often than any game should allow. Certain story branches are locked behind stat checks, usually for “Morality,” without even explaining to the player why a particular option is sufficiently just or evil. Oftentimes, the game points toward a certain location with only a vague sense of where said location is, and in rare instances, you might have barred yourself out of story progression with no clear way to move forward. At one point, when the player has to attend a kung-fu tournament at Taihu Lake, the story will stall if an earlier sidequest there isn’t finished. Doing so requires standing on a completely unmarked space at one point, and that is far from the last roadblock.

If World of Kungfu had any great gameplay hooks, I’d be able to forgive its weaknesses in story, aesthetics, or direction. Unfortunately, the gameplay is passable at best and a massive pain the other 90% of the time. Exploring the game’s stock set of rotating environments is usually a slog, and while treasure chests do exist, you find most items by tapping the selection button on completely unmarked objects. This hidden loot is not inconsequential, either. It’s the only way to find many kung-fu manuals and stat-boosters.

There are also recurring sets of dialogue and quizzes that can alter your parameters or earn you items if you go around talking to NPCs, but they’re wildly inconsistent in execution. The first dialogue prompt available from an optional NPC always decreases your morality parameter even on the best response, while several of the quizzes assume you have detailed knowledge of Chinese history and poetic couplets. One of these quizzes actually takes place during a story moment and requires the player to correctly answer 20 Chinese history questions in a row.

A character customization screen for a female avatar, listing options such as body, clothes, eyes, nose, mouth, and so on.
Even character customization doesn’t control well.

Battle fares better if only because it’s usually too simple to misunderstand. It uses a standard grid-style turn-based system with skills of varying size and range. Learning and leveling them up is easy enough, but the game’s open-ended nature makes it hard to tell what level you should be before any given encounter, and it’s a massive pain to raise up new units. Furthermore, area-of-effect skills have far more utility than single-target moves since encounters rely less on strategic enemy placement in unique environments than throwing hordes of enemies at you even when you control one unit. The only reason I could get as far as I did was due to stumbling upon an easily missable skill with a massive range. There are unique elements like creating your own skills or altering existing kung-fu manuals, but the mechanics on that front are about as obtuse as the story.

The presentation of the whole affair doesn’t help much. The sprites are adequate in isolation, but their inability to move dynamically make them a poor fit for a game about martial arts. The character portraits, on the other hand, are actually quite nice to look at, though the confusing presentation of the plot makes it hard to tie most characters’ aesthetics to any sense of personality. And the most I can say about the music and sound effects is that they’re serviceable but bland; a series of retro-style Chinese strings and flutes that I might not be so ambivalent towards if they used them for more songs.

The player character, "puppy," selects from a large menu of kung-fu skills to attack a group of enemies.
This is what most battles are like: open areas with enemies thrown around like confetti.

World of Kungfu‘s saving grace turns out to be its optional content. Getting lost in sidequests, many of which end in gaining new party members, is the highlight of the whole experience in the early game. By the time the player approaches the Central Plains and the plot is kicking into high gear though, the few new characters left are bizarrely low-leveled. Then, at a pivotal moment, the main character becomes separated from the rest of their party with no proper guidance to reunite with them. At least some of the group is re-recruitable, but there isn’t any sense of logic behind where they’re found. In a game almost entirely made of low points, this was the Mariana Trench, taking the one aspect of World of Kungfu that seemed genuinely exciting and flipping it around to make all the expended effort seem useless.

This would all be sufficient to sink the whole experience, but the game is also noticeably incomplete. World of Kungfu arrived pre-release with missing features, with the inability to remove useless skills from your characters as the most damning, locking them into whatever low-level Kung-fu you slapped onto them first. This is on top of missing lines of dialogue and missing character portraits, problems that were only partially fixed after the day one update. It would be one thing if the missing content was inconsequential, but this can have potentially serious ramifications for a playthrough. A specific stat check needed to recruit a character in the Central Plains section is completely missing text, so if you haven’t already met it, you don’t even know what stat to invest in when you reload a save.

An image of the "martial arts breakthrough menu" depicting a detailed description of the skill "Eighteen Falls" and the various enhancements being made to it. There are multiple overlapping UI elements.
Even the UI is filled with haphazard, overlapping elements.

If that wasn’t enough, a stunning amount of serious bugs exacerbate the experience even further. Entering battle in specific areas locks the game, the game can throw characters to random spots on the battle grid in certain fights, movement stops working at random, and certain menus only work with touch controls with no indication. In one instance, multiple events on the Central Plains caused the game to crash five times in only a couple hours. There is no other way of saying this: for a game advertising itself as a full release, this level of incompleteness and bugginess is simply not acceptable.

World of Kungfu is the kind of bad game that wastes your time and makes even its best qualities hurt you in the end. As it stands, the only audience I can imagine for it consists of those actively seeking out janky messes. I thought I could occasionally find enjoyment in overcoming the broken parts, but that doesn’t make the game good. Plenty of other great RPGs, new and old, will give you so much more back than this one. This is one fight that just isn’t worth it.

  • Graphics: 52
  • Sound: 38
  • Gameplay: 30
  • Control: 50
  • Story: 20
39
Overall Score
(not an average)

About our grading scale

Review by · November 16, 2024 · 12:00 pm

Horizon Zero Dawn made a splash in 2017. Full of surprise, mystery, and AAA-production value, gamers near and far adored this new intellectual property. Being a new IP is risky business, especially with the sort of budget this title had. When sequels and reboots are the soup of the decades, a publisher (Sony) really needs to have faith in the team and project. Which leads us to the Horizon Zero Dawn Remastered! Is this worth your time and money? Kind of!

Aloy, our lead protagonist, is an orphan under the care of an outcast, which makes her an outcast. The setting is a harsh world in which humans survive in low-tech tribes amongst animal machines. Up until recently, the machines and humans lived with a quiet understanding, but something has begun to corrupt the machines as they aggress on humans and their territories. We get to see Aloy grow up and try to earn her way back into this new, old civilization, but wouldn’t ya know it? Something turns everything on its head.

Captivating, unique setting? Check. A heroine worth rooting for? Check. Inspiration to explore? Check. Does the story continue to deliver? Absolutely. Creating an engaging premise and introduction is hard enough, but meeting expectations to the end is even harder. Having played Horizon Forbidden West first, this was my initial time venturing into the wilds everyone else got to experience in 2017. Although I had a pretty good idea of what Zero Dawn entails after playing Forbidden West, I still enjoyed the pace, flow, and rolling out of all the details touched upon in the second game.

I will try to avoid comparing to Forbidden West too much, because it’s not exactly fair. While sequels don’t always improve on the forebearer, Forbidden West absolutely does. That doesn’t discount Zero Dawn’s quality, but remember that Zero Dawn is over seven years old, and while not retro by any stretch of the imagination, game design and scope have evolved over time. If you’re like me and have played Forbidden West first, don’t expect the same caliber of game.

That’s the key here: a good story is a good story is a good story, but great gameplay doesn’t always age as well as one might hope. For its time, Horizon Zero Dawn was undoubtedly an astonishing work, and it’s still a great game, but it lives in Forbidden West’s shadow in almost every respect. Did I have fun? I absolutely did, and I’m glad I got to play Zero Dawn in all its shiny new coat of paint.

For the uninitiated, Horizon Zero Dawn Remastered is a third-person action RPG. Combat isn’t as slow and calculated as a Souls game, but can feel as difficult at times, especially if one ventures where they shouldn’t given that this is a large open world to explore. Players sport a few different kinds of ranged weapons, like bows and slingshots that can use various ammo types, including explosive, ice, and electricity. Scanning enemies to find weaknesses helps choose an ammo type, but ranged combat isn’t always an option when a giant rhino-machine is stampeding toward you. Melee is a reasonable option with its own perks, as players can more easily knock down enemies or knock off armor bits.

Harvesting machine parts is intimate to Zero Dawn’s gameplay loop, as players can use machine parts to craft better weapons and armor with them, but the variety and options are significantly lacking compared to Forbidden West. I was honestly shocked at how fleshed out the sequel is compared to Zero Dawn in this respect, but a part of me enjoyed the simplicity, as it allowed me to focus on the other bits, like questing and exploring. While most quests devolve into following tracks, collecting a bounty, or retrieving machine parts, the world is so stunning and rich that any small motivation to go out in search of just about anything is a joy.

I’ve seen some videos, playthroughs, and pictures of the first iteration of Horizon Zero Dawn, and it’s still no slouch by today’s standards, but playing the remaster on my PlayStation 5 felt like playing a new AAA title. I sometimes wished I could just turn off enemies and walk around freely to take everything in. Climb a mountain and stare at the horizon as the sun sets and rises. The team who worked on the remaster completely pulled this beautiful game into the modern era, giving it the respect it deserves.

That being said, not all is glorious in this remaster. Keeping in mind this is a remaster and not a remake, some odd quirks remain, like annoying inventory limits, grinding to find necessary machine or animal parts, and difficult-to-find ledges to climb and find collectibles. Compared to Forbidden WestHorizon Zero Dawn Remastered can feel like a slog for the aforementioned reasons. I also had a few technical issues, like ladders and ledges floating in mid-air where I presume a mountain should have been, leaving a collectible unattainable, frequent crashes, and pop-in; these grievances rarely occurred, except for the crashes, but even the crashes didn’t hurt too much because Zero Dawn auto-saves frequently.

[Editor’s Note: Developer Nixxes may have addressed some of the issues above in patches, including Patch 1.06, which was released just two days before we published this review.]

The audio, of course, is fantastic, with all the main characters boasting talented voice actors. Horizon Zero Dawn Remastered’s music kind of falls into the background, but it’s always appropriate and accentuates the moment. More importantly, the ambient noise, like all the naturey sounds to bring the wilds to life, creates a real sense of immersion. Aloy’s yelps and thuds when she hits the ground sound good, but I could do with fewer repeated lines; minor issues like these took me out of the moment, but only briefly. Some of the less central characters don’t have the best acting, but they weren’t so bad as to disrupt the game. Rather, they felt charming. What I didn’t enjoy was the odd echo that happens whenever a character speaks from far away. I get that the developers were trying to create a sense of distance, but the effect is terrible, if I’m being brutally honest.

In a word, Horizon Zero Dawn Remastered is stunning. If you missed this title because you didn’t have a PlayStation 4, then this is a worthwhile purchase. Don’t expect this to be Forbidden West-caliber, but it doesn’t have to be. If you’ve already played Zero Dawn, this is much harder to recommend unless you’re a super fan. The remaster undoubtedly looks better, but I’m not sure this warrants shelling out the cash or investing precious time, unless you’ve been meaning to give this game another go.

[Editor’s Note 2: For what it’s worth, a $10.00 USD PS5 upgrade is available for owners of the PS4 edition, with eligibility details in the footnotes of the Horizon Zero Dawn Remastered PlayStation Store page.]

  • Graphics: 95
  • Sound: 90
  • Gameplay: 75
  • Control: 80
  • Story: 85
82
Overall Score
(not an average)

About our grading scale

Review by · November 13, 2024 · 10:00 am

“Grandma, I can’t beat these monsters. Can you help?” I stare up, wide-eyed, as I clumsily hand her the controller.

As she pushes the controller back into my hand, she whispers, “Oh, you don’t have anyone else in your party, kiddo. Did you go pick up more party members? Be sure to get a healer.”

I look back at her a few moments later, dumbfounded. “How do I pick my party members?”

She looks at me with a gentle smile, finally picking up the controller: “Here, let me show you.”

I never did finish that playthrough of Dragon Warrior III (it was just a little too much for my seven-year-old brain), but my grandparents helped me conquer the Dragonlord, Malroth, and countless other baddies as I grew up, both in RPGs and in my own life. It is always Dragon Quest (as we call it now) that I most associate with those halcyon days of sitting next to them, staring up at the CRT in their tiny living room. 

They both died in the last couple of years, and while I didn’t take much, when my Grandpa handed me copies of the first three Dragon Warrior games on the NES shortly before his death, in their plastic cases with the names written in faded pen on the spine, it felt right. That is the piece of them I needed.

You can imagine, then, that when I got my hands on Dragon Quest III HD-2D Remake at Summer Game Fest earlier this year, I was flooded with emotions. I wanted to share this experience with my grandparents when it came out. I wanted to watch them pass the controller back and forth while my grandpa told my grandma where to go as they grinded for levels far more than they needed. It took all the simplicity, all the purity of Dragon Quest III and maintained it while adding a layer of beautiful graphics, a soaring symphonic arrangement of the soundtrack, and enough quality-of-life updates that probably could have helped me keep up with the original all those years ago. 

I knew in the early hours that Dragon Quest III HD-2D Remake was a triumph, and after spending over 50 hours with the game and exploring every nook and cranny of the world, I’m convinced that not only is it brilliant, but it might be the best new entry point to the series. 

A screenshot of the party venturing over a bridge with water underneath in Dragon Quest III HD 2D Remake
The adventure begins!

The simplicity of Dragon Quest III is probably best communicated in its story, which is both straightforward and filled with some nice surprises. You play as the son of Ortega, a hero of yore who left home to take down the evil Archfiend Baramos wreaking havoc throughout the land but never returned. Your mom wakes you up on your 16th birthday to go meet the king to get his blessing and embark on your own quest to take down Baramos, and maybe even find your father. And then you’re off to save the world!

In terms of the basic plot structure, Dragon Quest III HD-2D Remake is familiar if you’ve played any games in the series. Go to a town, get a feel for their culture and their problems, and then help them out. It’s a tried-and-true formula, and it never gets old to me. The additional voice acting sure helps, too. Add the fun twists, turns, and callbacks that Dragon Quest III throws at you in the final hours, and we get a classic formula done right.

Additions to the storytelling like flashback scenes help add color to the world and the characters, notably Ortega and your mother. For example, before you’re even woken up, we get sepia-filtered scenes with your mom, struggling with the knowledge that she might lose her son soon, too. As you explore the world, you run into various people who knew Ortega, and you get flashbacks that show little bits of his adventure, too. It’s all surprisingly affecting, elevating the emotional weight of your quest to save the world, and it makes some of the latter moments of the story land even better than they did originally. 

Of course, Dragon Quest III isn’t held aloft because of its narrative, lovely and revolutionary as it is. No, it’s the combat and the class (or vocation) system. Combat is still a pure Dragon Quest affair, with first-person, turn-based battles where you select all the actions at the beginning of the turn, and then the round happens. You still want to keep an eye on buffs, debuffs, and status effects; if you’re at all familiar with the series, you’ll feel right at home here, and if you’re like me, the simple rhythms of combat remain comforting in all their throwback simplicity.

A screenshot of an enemy breathing fire in combat in Dragon Quest III HD 2D Remake
The new battle animations and graphics are excellent.

Unless you want to try soloing those fights like me as a little kid, you should listen to my grandma and recruit a party to help you out, which is where vocations come in. At the outset of your journey, you go to the local tavern and grab three additional party members, each with their own “job.” Later in your adventure, you can stop by Alltrades Abbey and change your party members’ vocation if they’ve reached level 20, pushing them back to level 1, but maintaining half of their original stats along with all their abilities and spells. So, you can get a Warrior with some healing spells from a Healer, or a high agility Mage after changing them from a Thief.

I know that probably doesn’t sound like a lot, but for the time, the vocation system was revolutionary. For good or ill, it’s almost exactly the same as previous versions, including personalities you can adjust that help determine stat growth when you’re leveling up, even down to the somewhat frustrating requirements to get the powerful Sage class. Martial Artist still hits like a truck and Warrior’s damage is still a little wanting even if their defense makes up for it. But, now each vocation gets some abilities even if they didn’t have them in previous iterations, like an auto-critical hit ability that the Martial Artist gets pretty late, or vocations that already had a number of spells and skills like the Hero getting a few more tools in their arsenal. 

It felt like there were one or two party combinations that were clearly the best in previous iterations of Dragon Quest III, and that’s still essentially my experience here, but even the Gadabout (or clown) has a few moves that could prove useful in your adventures. While my experience with earlier iterations of the game guided me well here, I loved experimenting with all the vocations to see what I could come up with while appreciating that Square Enix maintained the core of the original system. 

There is one new addition to the vocation system, Monster Wrangler, which gives you access to different monster abilities and has a move that gets powered up as you recruit monsters. I’ve already talked about this at length in my preview of the opening hours, so I won’t spend much time on it here. But let me tell you, folks: it’s a powerhouse. I struggled with a particular post-game challenge, and to cure my ills I turned my entire party, outside of the Hero, into Monster Wranglers. Problem solved. While I don’t think it would be very fun, I’m convinced you could easily beat the game with the same party from the jump, so I’d encourage you to pop at least one of these monsters (heh, get it) in your party. Plus, they can help gather Slimes and Golems to engage in the super fun new Monster Arena battles

A screenshot of a man sitting next to a smaller person next to a campfire in Dragon Quest III HD 2D remake. A text box reads "Ortega, I think that helm of yours might have had its time."
I dunno. It looks fine to me.

That’s not all that’s new, though. In addition to the many quality-of-life features that I covered in that preview, there are quest markers, difficulty settings, battle speed adjustments, and the ability to fast travel within dungeons. You can even “retry” battles without getting sent back to the priest with half your gold gone. And if you want a more pure experience? Not to worry; you can always turn these features off. I played with them on, and early on, I worried that it would make the game feel a little more “linear.” To some degree, it does. However, in the middle portions of the game, the world opens up, and you still have to explore, listen to different NPCs, and maybe even make sure the time of day is right to figure out how to access certain towns or get the item you need to progress. 

Even with quest markers, you still need to pay attention and explore, just like always. There are still side quests littered throughout that aren’t “required,” new secret spots filled with treasure and recruitable monsters, and sparkling item points encouraging you to poke around, anyway. There’s already plenty to make this a more pure Dragon Quest experience, too, including the need to go back to a church to revive fallen party members or save your progress. For me, it still felt like Dragon Quest III even with the additional help turned on, and it will certainly lower the barrier of entry for those who don’t have their grandma sitting next to them to figure out how to progress. 

The most notable addition (of course) is the look, which I’ve already heaped praise on in my previous pieces about Dragon Quest III HD-2D Remake. Interestingly, one thing that increasingly struck me as I played is that this isn’t HD-2D in exactly the same sense as Octopath Traveler or Triangle Strategy. Sure, the Toriyama character and monster designs (which look amazing) are still rendered with pixel art, but instead of utilizing the almost “motion blur” 3D environments, creating a unique depth of field effect, things look universally crisper and brighter. It’s not just another step up in the style, but rather a slightly different direction, and it absolutely works for Dragon Quest. Seriously, go look at images of early dungeons in the NES original, or even the previous remakes, and compare them to this one. It’s clear how much care, attention to detail, and beauty were put into the presentation while maintaining the way those original locations “felt.”

Another thing I realized in the midst of Dragon Quest III HD-2D Remake is that the music isn’t actually re-orchestrated. Instead, the tracks here are re-recorded versions of the same arrangements in the “Dragon Quest III Symphonic Suite” performed back in 2005 and conducted by original composer Koichi Sugiyama. It sounds a little crisper, with some very minor variations, but otherwise, it’s just that music. I’m okay with that, though. I came to be disappointed by Sugiyama both as a composer and as a person later in his life, but I still adore early Dragon Quest music, and the Symphonic Suite is an excellent choice for this version.

Screenshot of Dragon Quest III HD-2D Remake, one of the RPGs Coming This Week featuring the party approaching a slime.
You gotta catch ’em all! Er, at least I tried.

When I finally beat the superboss, when I finally finished doing everything I wanted to in Dragon Quest III HD-2D Remake, I hesitated to turn it off. I walked around. I grinded. I tried to picture my grandparents playing through it, tried to replicate how they’d play it. I couldn’t, of course. They are gone. But what a treasure it is to remember them with this lovingly crafted, faithful, and pure remake of a game in a series we cherish so much. Square Enix got it right, and I’m excited for the families who get to share this experience for the first time. 

Just listen to grandma and make sure the little ones pick up that healer before they venture forth.

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

About our grading scale

Review by · November 13, 2024 · 6:00 am

As some of you probably know, I’m a huge fan of the Horizon series. I thoroughly enjoyed both Horizon Zero Dawn and Horizon Forbidden West, as well as their respective DLC expansions, and I am eagerly awaiting a third, possibly final, installment. But despite my love of Guerrilla Games’ post-apocalyptic, open-world RPGs, a LEGO spin-off game was decidedly not on my bingo card. And yet, here we are: LEGO Horizon Adventures is a brick-filled adaptation of the first Horizon game, with plenty of LEGO zaniness thrown in for good measure. But is it worth the $60 price tag? Let’s find out!

LEGO Horizon Adventures presents an abridged version of Horizon Zero Dawn’s story. Aloy is an outcast of the Nora tribe and hopes tribe leader Teersa might be able to tell her about her mother. However, when Aloy and her mentor Rost approach Mother’s Heart, the tribe’s main settlement, they witness sun-worshipping cultists carting Teersa and other tribe members off in cages, and rush to save them. What follows is a series of bite-sized adventures where Aloy and her friends explore the wilds while battling machines, cultists, and a mysterious red orb that wants to corrupt all living things.

The Old Ones and the apocalypse that destroyed them, the political intrigues of Meridian, and the Banuk lands from The Frozen Wilds are all absent, as are many secondary characters — though you can buy outfits to dress up like some of them. The roster of playable characters maxes out at four, which feels a little small to me, but then again, the story’s simplicity and tight focus on primary villain Helis and his spherical master don’t really allow the rest of the cast a reason to be in the narrative. What LEGO Horizon Adventures has in abundance is humor. Characters are constantly joking, making fourth-wall-breaking references, and generally behaving like caricatures of their counterparts from the main games. And that’s before we get into all the anachronistic LEGO outfits you can wear and wacky stuff you can build in Mother’s Heart, which becomes your home base. Want to make an amusement park — complete with roller coasters, popcorn stands, and balloons — and then stroll around in a chicken suit? You can do that! And it is hilarious.

When you’re not customizing Mother’s Heart into a smorgasbord of random chaos, you’re traveling to one of four distinct zones, like the Sacred Lands or Sunfall Desert. While LEGO Horizon Adventures doesn’t feature the realistic visuals of its inspiration, the LEGO graphics are nonetheless impressive. Unlike other LEGO games, almost everything you see here is made to look like it’s built out of real LEGO bricks. Even effects like fire and flowing water look like LEGO pieces, and the cumulative effect is that you feel like you’re playing in a real LEGO world. This is especially cool when it comes to various machines you get to fight, because if you’re like me, you’ve wanted to see more Horizon LEGO machines ever since they released the LEGO Tallneck set in 2022.

Not only are most of the machines from Zero Dawn represented in all their LEGO glory, but the main mechanic of targeting components to deal extra damage and weaken machines is faithfully recreated. If you remember the weak points from the main game, they’re pretty much the same here, as are the machines’ various attacks. It’s pretty neat that they recreated the combat so well in a LEGO format — even down to human enemies being much too simple and boring compared to their machine counterparts.

My only complaints about the visuals and gameplay in LEGO Horizon Adventures is that they’re a little restrictive, so to speak. The camera is often aimed slightly downward in a semi-isometric style, and you can’t move it around. Not only does this mean you can’t fully take in the beautiful LEGO world around you, but it can also make combat a little more difficult since you can’t pan the camera to see enemies off screen. This is particularly awkward when you first enter a combat area. By default, you land in the familiar Horizon stealth grass, but enemies are often far off screen and you can’t see them without leaving cover and exposing yourself — which makes the stealth kind of superfluous. 

On a more macro level, the mission structure of LEGO Horizon Adventures does not lend itself well to longer play sessions, since the gameplay loop starts to feel repetitive as you notice you’re moving through the same areas over and over. Finally, I was a little let down by the lack of replayability once you finish the short 7–10 hour main story. You can certainly spend a lot of extra time unlocking all the character skills and buildables for Mother’s Heart, but once you finish the story missions and apex hunts, you can’t replay them. Instead, you can go on expeditions in each zone, which are basically a selection of random areas and enemies to fight. There are only four zones, though, so you can imagine this gets a little old after a while. Co-op play certainly opens the door for more fun, but for $60, I can see some not finding the amount of content worth the price.

Finally, some words about audio. Several actors reprise their roles from the main series, such as Ashly Burch (Aloy) and JB Blanc (Rost). There’s a delightful level of excitement and exaggeration in their dialogue that fits the much brighter and happier tone of LEGO Horizon Adventures. Those who have new voices do a good job fitting their characters. In particular, Sylens — voiced by the late Lance Reddick in the main series — is now voiced by Tim Russ, of Star Trek: Voyager fame. The music is also quite pleasing and fits both the style of the main games and the Saturday Morning Cartoon feel of this LEGO adventure. In fact, several motifs from the Horizon series appear throughout the game, and there’s even some pretty groovy dance music to bop your head to.

All in all, LEGO Horizon Adventures is a cute and fun experience that I think both LEGO and Horizon fans will enjoy. The story is an amusing adaptation of Zero Dawn’s plot, the characters are often hilarious, the gameplay is entertaining — if a little repetitive — and it definitely nails the feeling of playing in a large Horizon-themed LEGO set. It is fairly short, and there aren’t a ton of things to do once you finish the main content, so your mileage may vary regarding how much you feel it’s worth the $60 price tag. But if you’re really into LEGO or Horizon, you will probably find plenty to like about this unexpected but welcome spin-off.

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

About our grading scale

Review by · November 12, 2024 · 12:00 pm

The Hundred Years’ War is a fascinating subject for history buffs, though more of us may be more familiar with Game of Thrones or A Song of Ice and Fire, which draw heavily from portions of that time period. There have been video game attempts at capturing the deep, twisting intrigue of the Hundred Years’ War or Game of Thrones, but a successful RPG in that vein is elusive. A sweeping epic video game adaptation of either is still an enticing prospect, and an XCOM-like would have so much potential to deliver the glory of leading a great house to triumph through battle and espionage. If you were looking at Crown Wars: The Black Prince, which touts itself as taking place on the French side during the Hundred Years’ War, to deliver on any of that potential, then it’s best to keep looking because it doesn’t achieve that satisfactorily. 

The setting of Crown Wars instantly drums up intrigue. In the prologue, a Knights Templar-ish group tries to elude capture as the walls are closing in around them. With a small band of militants, you luckily flee from the city. You’re the head of one of France’s great houses; however, to once again become a player in this grand game, you must start again from the bottom. Crown Wars drops you into Europe in the 1300s when Britain was covertly making efforts to conquer France from within. Though multiple factions have a stake in how this plays out, they’re more like the proxies of wealthy benefactors, each trying to carve out their own piece of the country, muddying the waters to the point that no one’s certain who or why they’re even fighting. You are one of those benefactors, though you have an inkling of a purpose: staying in the game and helping to return peace to France by fighting off dark, underground influences that threaten to sink it. It’s an enticing premise, but the way it progresses is the poison leading Crown Wars to a slow, torturous death. 

Character select screen is shown in Crown Wars: The Black Prince, including a character with a bear.
The bear must be shy, hiding behind its master when it should stand proudly front and center.

Unfortunately, the narrative is so disjointed that it’s difficult to anchor yourself to any aspect, at least not until far too late for it to matter. The chief problem is that you’re never given a proper introduction to any characters or factions, so there’s little to hook you or even provide proper bearings. You follow a string of story missions, with hints of threads drawing everything together. There’s the expectation to feel the weight of purportedly important characters’ appearances, yet there’s so little setup or follow-up that nothing has much meaning unless, perhaps, you’re well-read on the time period. But who keeps a history textbook handy? Characters, with a lone exception, don’t stick around long anyway, so there’s little permanence to it all. The main antagonist doesn’t impactfully emerge until near the end of the game. You get to choose a house to build from several slightly differing options, but you don’t even have an avatar, so there’s little tethering you to this world narratively. 

Being an XCOM-like, it’s expected that organic stories should arise through a run of Crown Wars, and it does alright on that front. I came to develop a reliance on Willibert, the bear whisperer (more on the bears later) when I needed an important job done. It was a heavy moment when I finally lost my alchemist, as the experience he was bringing to every battle would take a substantial amount of time to replace. On the other hand, it seemed as though Crown Wars expected me to be drawn into the melodrama of contending with other factions for power and resources as they became corrupted, requiring me to exorcise them. Though you fight them for resources in a too-literal sense, it’s more mindless grinding than intrigue in practice. 

Combat isn’t bad, and there are even points where it impresses, though those moments are fleeting. It’s a standard setup for an XCOM-style grid-based game with a few wrinkles. For instance, each character gets three actions (as opposed to the standard two). There are six classes that fundamentally handle differently, but there are a couple of variants to each. To add to the variety, each weapon has a unique set of attacks, so there’s room to explore and synergies to find if you’re willing to experiment. Mostly, the differences between equipment are deceptively slighter than they first appear, and it doesn’t take long to figure out how to use them optimally. Obviously, melee units play differently from ranged ones, but there’s little to distinguish one melee class from another. Though you need to take care to set up combos you may plan for your troops, the tactical decisions you make are usually straightforward, and as you spend most of your time in battle, it gets old quickly. Unique weapons with their own attacks, environmental weapons such as trebuchets, and varied mission types help to add excitement to the combat system, but Crown Wars fed me small morsels at a time when I wanted a hearty meal. 

A battle scene plays out in Crown Wars: The Black Prince with the crossbow highlighted.
There are slight nuances, but if you’ve played a Western SRPG, this probably looks pretty familiar.

The strategic layer is where Crown Wars is at its worst, and it kills the experience. As I alluded to earlier, all there is to do between story missions is grind by fighting with other factions in battles with little meaning besides collecting resources. It might have added some weight if the other factions had established identities or if there were any other consequences to those battles beyond possibly losing units if you’re defeated in the skirmish. I still have no idea who the Navarres or the Bretons are, what their role in this conflict was, or why I was repeatedly fighting them.  

You’re also tasked with building your castle, but it is, indeed, a dull and laborious task. You can upgrade every aspect of your keep, but, again, in a heavily linear fashion. To advance to the end, you need to improve everything that’s vital, which is easy to identify, though many options are seemingly without purpose. XCOM games present a fascinating mystery as you collect alien specimens and items that yield new upgrades and equipment, but your progression is limited to what you discover, giving you the feeling of being a ragtag resistance group scraping and clawing at whatever you can find to get by.

Though Crown Wars attempts to emulate that experience in a different setting, your only limitation is resources, which you primarily gain through battle, and the upgrades generally all require the same resources. It’s a monotonous cycle of fight, upgrade, fight, upgrade, and while the story missions are better, the generic ones tend to feel samey. If you aren’t careful in building out your army, losing a unit to permadeath can put your plans on hold even longer while you train up someone else. You determine the order of progression, but that isn’t a series of branching, personal choices so much as a long series of marginal improvements with the important ones being inevitable if you want to get to the end. Too much of a good thing is a real concept, but this is too much of an average thing. 

If it sounds like I’m saying Crown Wars is all bad, well, I can’t overlook my favorite part of the experience: bears. Fighting with bears is as awesome as you’d expect. The beastmaster unit comes with either a dog or a bear, and though the dog is also great, it’s not every day that you get to control a bear in battle. The beastmaster is the most interesting class to play, emphasizing synergy between master and beast, meaning you ideally want to work them into situations where they team up for attacks. Between watching the bears shift from their normal all-fours stance to standing upright for attacks, putting bears on overwatch, having bears awkwardly hunker down into a defensive pose, seeing bears goofily bound up stairs, taking bears on assassination missions, and hearing my crusader yelling “repent!” at enemy bears, the animals are an endless form of amusement. The brutal, execution-style finishing animations are a fine reward for efficiently taking down an enemy, but watching the bear maul its prey is way cooler than all the others. Had the game instead been titled “Bear Wars: The Black Bear,” it would have at least highlighted its biggest success.  

A map of France in Crown Wars: The Black Prince.
It’s back to this map when the battle’s over, then back to battle.

I can’t deny that Crown Wars is a good-looking game, as maps are littered with environmental storytelling bits, from bodies strewn about suggesting the well-worn landscape of battle to the colors of nature changing with the seasons. The weather effects are particularly impressive, as fog hangs in the air on a chilly day and rain appears to pool on the ground. Characters are a mixed result because they appear to be a couple of video game generations old, though strategy games often have those limitations. The fluffy bears look pretty realistic, however. 

I also can’t knock the music; Crown Wars has picked some impressive, varied pieces that don’t break the mold but do go beyond the typical cliches of medieval music in games. The voice acting is another story, however. It would have been helpful to remind actors of the time period and that they should stick to British or French accents. While those are in the mix (sometimes on the wrong side of the conflict), too many American accents made their way into the stew as well. You have the standard Midwest, but a few from modern-day Brooklyn somehow wound up in France also. The most surprising, however, was hearing an enthusiastic Southern drawl. Settling on accents for a period setting where English wouldn’t be the primary language is always awkward, but some consistency would be best. 

Perhaps it was unfair of me to pile high expectations on top of Crown Wars. Still, aside from the bears, there’s little to recommend here on the game’s own merits. Great strategy RPGs aren’t hard to come by these days, but it’s generally a time-consuming subgenre, and Crown Wars comes across worse in their shadow. Bearing that in mind, even if you’ve exhausted all other options, you may be better off firing up another run of XCOM, Jagged Alliance, or Fire Emblem.  

  • Graphics: 83
  • Sound: 80
  • Gameplay: 67
  • Control: 80
  • Story: 50
67
Overall Score
(not an average)

About our grading scale

Review by · November 11, 2024 · 1:00 pm

My expectations for The Rise of the Golden Idol were sky-high, and with good reason. Its predecessor The Case of the Golden Idol was a stroke of brilliance, and Color Gray Games only refined their storytelling chops and level design with each of its expansions. This direct sequel was the developer’s chance to go bigger and bolder with all the lessons learned, but unfortunately it fails to reflect that prior progress.

The Rise of the Golden Idol takes place in the 1970s (roughly 230 years after the conclusion of Case), by which point the Golden Idol has become mythologized as pure fantasy. Humanity has forgotten the folly of those who previously yearned for its power, meaning history is ripe for repeating. The main story thread explores how a shady organization recreates the powerful titular relic, fumbles into discovering its mind-altering potential, and uses it toward cynical ends. Sprinkled throughout this tale are callbacks to the previous game that expand upon its fictional indigenous cultures and explore how the Golden Idol’s established powers pair with modern technology.

While this story is fairly compelling in its own right, it falters by being so similar to Case’s cautionary tale but without anything as engrossing as that game’s occult gatherings, maniacal aristocrats, and their rise and fall from power. The career scientists that populate Rise lack personality beyond their role in recreating the idol, and only a few supporting cast members fare much better. Without characters to get invested in, the twists and “a-ha” moments fall flat. Plus, the story tends to pull its punches, resulting in a lot less murder and many lost opportunities to make an impact on players. While I still enjoyed many of the side scenarios, the big picture was less compelling than I would have liked.

It doesn’t help that The Rise of the Golden Idol’s level design leaves much to be desired. This game has 20 cases compared to Case’s 12, but that number is deceiving given the smaller scope of each. All but a few cases offer one or two screens to explore. Only two utilize any innovations from the first game’s expansions, and none expand the established gameplay concepts. In fact, I’d argue many of these concepts have been diminished. For example, your word bank is now automatically filled up by examining items rather than manually clicking on words, removing an important layer of engagement from investigations. Also, smaller levels make for easier fill-in-the-blank deductions, given that you’re working with less information.

I don’t want to imply that the gameplay should’ve been changed for change’s sake. This series’ unique approach to adventure game sleuthing is its core appeal and should remain intact. However, it’s imperative that sequels expand upon their predecessor if they want to keep players engaged. The Rise of the Golden Idol does the opposite by sizing down levels, diminishing their difficulty in favor of higher quantity. The result is gameplay that feels less rewarding because it only asks players to parse small chunks of information at a given time rather than vast tapestries. This isn’t to say I didn’t enjoy myself, but I couldn’t shake the feeling that I knew these developers are capable of better.

To Rise’s credit, the increased number of levels allows it to branch into unexpected locales. Some highlights for me include an aviary with a menacing menagerie of feathered predators, a soundstage where a talent show spirals into chaos, and a drive-in movie theater where all the attendees are in schlocky space-themed B-movie cosplay. This also leads to a lot of variety in the soundtrack as the music closely matches the vibe of each setting, including between different areas in the same level. Some songs are more memorable than others, but none ever felt grating, an issue I had with Case.

The user interface has also seen welcome changes in The Rise of the Golden Idol. The word bank and story boxes all appear as separate pop-up windows that you can place around the screen wherever you’d like. This allows you to interact with the environment while having boxes open, which is a welcome upgrade to the gameplay’s flow. It’s not perfect, though. I would’ve liked the option to resize windows or utilize the unused pillar boxes on my ultrawide display. Also, there are some bugs, including windows opening that I didn’t click on and words sometimes appearing on the wrong layer when windows overlap, but these were rare enough that they didn’t impact my overall experience.

While talking about bugs, I’d be remiss not to mention that the final (and largest) level regularly crashed the game when loading between areas. This is the type of kink I’d expect to see fixed, but it was unfortunate for the game to go out on such a frustrating note. It didn’t help that I found the final puzzle of this level to be the most difficult in the game, yet navigating the level for clues became a chore when I kept getting booted to my desktop.

The developers included a hint system that does a good job of leading you to answers rather than handing them out. Cases have multiple categories to pick from to ensure you get the hint you want and three levels of hint specificity beyond that. Because of this, I never felt cheated out of a satisfying experience on the occasions I needed the game to point me in a different direction. It’s worth noting that while the game retains the mechanic of telling you when you have two or fewer mistakes on a word puzzle, it doesn’t retain Case’s hint system that highlights those mistakes.

This Golden Idol entry also sports a new painterly art style that maintains the whacked-out vibe of Case’s intentionally crude pixel art while complementing the 1970s aesthetic. The way character portraits gyrate feels like something out of a nightmarish drug trip, in many ways evoking Disco Elysium. It’s perhaps ironic then that my favorite graphical moment from the game involves a dance that is animated lavishly to flow with serene grace (even if contextually it’s anything but).

Fans of The Case of the Golden Idol will find their itch for more demented mad libs scratched but not sated by The Rise of the Golden Idol. Despite my issues with the game, existing devotees of the Golden Idol will find something to like here. Everyone else should start with the first game and its two expansions, which are better and provide vital context for fully enjoying the sequel.

  • Graphics: 90
  • Sound: 82
  • Gameplay: 68
  • Control: 80
  • Story: 70
70
Overall Score
(not an average)

About our grading scale

Review by · November 9, 2024 · 3:02 pm

Having never played the classic Skies of Arcadia back in 2000 on the Dreamcast, the promise of similar sky pirate hijinks in Sky Oceans: Wings For Hire is intriguing. The developers are proud to present their creation as retro-inspired, and the character design, setting, and feel all hearken back to that acclaimed RPG. The game does not measure up to these grand influences, however. A combination of poorly-executed systems, uninspiring combat, and a bevy of glitches serve as a storm warning. So buckle in and batten down the hatches. There are choppy skies ahead.

The narrative is the strongest aspect of Sky Oceans. The tale of Glenn Windwalker and his journey to find out what became of his absent father quickly incorporates multiple characters and several plot twists. As an airjet pilot, he serves the community of Blossom as an explorer and defender, much like his parents. An unexpected assault on the village early on in the story throws his world into chaos and forces Glenn and his companions on the run, where they attempt to find allies to answer questions about his family and liberate Blossom.

It weaves in themes of family heritage alongside free choice and self-determination, all the while adding some nuanced world-building about how the shattered sky islands came to be and how unearthly forces had a hand in this. Glenn’s journey to find answers integrates nicely with the main antagonist of the story, Magnus, and the powerful faction he represents alongside his motivations for confronting these alien forces. There’s a mature aspect to the dialogue at times, and the bright sprites belie the fact that the story does not shy away from loss or anger. Character dialogue is solid, although it’s difficult to distinguish much personality other than a few style quirks like antiquated pirate language. One problem is just how many characters vie for screen time. By the end of the game, Glenn’s crew numbers well over a dozen members with few having an impact on main plot progression.

Graphics in Sky Oceans are a combination of 3D construction with a cell-shaded aspect: the thick, black edging on character designs accentuates the nostalgic designs and places the characters front and center. Characters’ facial expressions remain static throughout in-game story scenes, which does make for odd moments where melodramatic dialogue contrasts sharply with the permanent grins sitting on Glenn and the faces of his crew. Having said that, the 2D character portraits do reflect these shifts better. It’s a pity the graphic design doesn’t take fuller advantage of the sky-based setting besides the obligatory floating islands and limited verticality of the small dungeon/battle maps. There’s nothing inventive, and the few creatures flying around are uninspired, too. Sound design and music are similarly uninspired. It’s the sort of soundtrack you’d expect in each thematic area or during combat, but nothing is particularly memorable.

Sky Oceans: Wings for Hire protagonist on a recruitment mission at some docks with NPCs mingling ahead on the pier.
Most settlements don’t lack for space, but they do for meaningful NPCs.

Once Glenn acquires a full airship, he can explore the skies across his world. As Sky Oceans progresses and the ship gets upgraded, this exploration extends into both lower and high altitudes, with just the stars for company. Alongside the promise of wind walls and currents blocking off areas of the map, this looks to be a more unique take on dreary world map travel. However, the execution is lacking, through the very plain graphical detail of the overland part of the game and a horrendous amount of pop-up at close ranges even on ‘Ultra’ graphics settings. At all three altitudes, the skies appear empty until Glenn’s airship comes within a short distance of graphical assets like a massive chunk of floating rock or a huge wind wall. It vastly undermines the potential of the setting and is a graphical area where extra love is needed.

Dungeons also feature movement using the crew’s smaller airjets, each of which has an ability used to support overcoming dungeon challenges or aid exploration. None of the dungeons are that long or involved, and what at first seems like it could be a complex, multi-part dungeon with novel puzzles quickly becomes quite linear. The graphics are more varied here, like alien sky-bases or crystal caverns, and don’t suffer as much pop up.

Screenshot of Sky Oceans: Wings for Hire with a small vessel flying at low altitude next to a hill with a giant shining crystal.
Dungeon maps are varied, but controls are unwieldy. Scenery collisions and HP damage are likely.

Overland and in dungeons, the camera offers no favors at all, with regular glitches during overworld exploration and fiddly controls during the dungeons. Unless you elect to travel at very slow speeds, it’s easy for airjets to careen around the dungeons, taking damage from unintended scenery collisions and with a camera sometimes completely obscured by a wall or the back end of the PC’s airjet.

For all its potential as a unique twist, airship/airjet combat is repetitive from the start. Sky Oceans’ turn-based systems are very familiar (attack, evade, ability, item, retreat), and the systems don’t account for combat taking place in a 3D plane with fast-moving vehicles. Sprite and battle designs are unimaginative and the combat camera places enemies so far away that individual details are difficult to discern, negatively affecting any design appreciation. Combat attacks and abilities take the form of brief animated attacks, swoops, and dakka-dakka moments. These never vary, and even different abilities (most of which are elemental magic variations on attacks) are just palette-swapped rather than introducing fresh animations or effects.

Airship battle with some incoming craft difficult to discern among some clouds.
Can you see the enemies? Get accustomed to this view for the whole game.

A set of unintuitive wider systems compounds the effects of repetitive combat. There are a bevy of status effects, a sliding scale of battle advantage/disadvantage, and a turn order influenced by the speed of character abilities. Sky Oceans does not explain this very well, and although a ‘Status’ button does enable you to read descriptions of all current active effects. You’re hard-pressed to consider how to use these effects to your advantage, much less know how some of them occur.

This confusion extends into the party mechanics. Party equipment, learning new abilities, and upgrades for the main airship are easy enough to select, even if the UI does a clumsy job of showing the improvements and relevant items for each character. There’s an obligatory food crafting system, and there’s also a relationship dynamic between the main character and his crew, as well as a system for tracking how tired and stressed characters are after completing successive missions. In all honesty, across two playthroughs, character bonds were always massively positive with Glenn from day one, and even though the core combat team appeared heavily fatigued, this never seemed to make a significant difference in combat.

An airship takes to the sky in Sky Oceans: Wings for Hire
This is as good as overland exploration gets. A big ol’ airship ass and a whole lot o’ nothing on the horizon.

There are plentiful bugs and glitches in Sky Oceans, from basic camera glitches to occasions where dungeon assets are impassable or render the airjet immobile. Worse, there are several plot bugs where completing mission objectives out of order can render it impossible to progress. On one occasion in a dungeon, this led to all sorts of weirdness, with an old cutscene suddenly replaying and Glenn booted back to a prior settlement without explanation. Autosaves didn’t help, as they’re not common and only having three save slots seems pretty archaic in 2024.

There are a few other features to divert you from the main story. Although sidequests and collectibles do exist, they’re not well-signposted and the actual missions are mainly variations on fetch quests or kill counts. There’s certainly not a lot of excitement or mystery to Glenn’s ‘wings for hire,’ it must be said. Most of your time is dedicated to looking for the best options to grind for cash, as the equipment upgrades are key to managing the endgame. That said, Sky Oceans isn’t the most difficult RPG, but it does mask some of its difficulty with this grind. Given how bland combat is, this is not exactly a positive.

When all is said and done, the negative headwinds are too strong for Sky Oceans: Wings for Hire to navigate successfully. The earnest story and varied, if simple, setting assets can’t make up for the obtuse systems and vapid, repetitive combat. The raft of graphical glitches and plotting bugs only adds to the terminal altitude loss. For the very committed, there may be enough content and exploration for a week or so. But with many better retro RPGs available, from indie to triple-A, the turbulence on deck is too great to warrant a recommendation to hire Glenn and his crew this time.

  • Graphics: 68
  • Sound: 67
  • Gameplay: 62
  • Control: 62
  • Story: 72
63
Overall Score
(not an average)

About our grading scale

Review by · November 8, 2024 · 4:00 pm

Slay the Princess originally released on PC in October 2023, but being the console-loving fiend I am, I missed it the first time around. Little did I know that luck would soon smile upon me, as one year later, Slay the Princess – The Pristine Cut made its way onto all modern platforms. I soon found myself on a path in the woods.

Slay the Princess is a visual novel, but one quite unlike any you have played before. You take the role of an unseen protagonist who finds themselves in a shadowy forest, with only the disembodied voice of the Narrator for company. He insists that you make your way to the cabin that lies at the end of the path, as in the cabin is a Princess. He tells you that you’re here to slay her. If you don’t, it will be the end of the world. The choices you make next determine not only the course of events to follow, but also the type of reality you reach.

Slay the Princess proceeds in distinct stages. Shortly, you find yourself in the cabin, a simple, barren space, and here you meet your first major decision. In front of you stands a table, and on it, a knife. Do you take the knife, or leave it? You may already be questioning the Narrator’s insistence on the death of the Princess. Can she really be all that bad? Whatever you choose here influences the nature of the occupant, entrapped on the floor below.

Because, you see, multiple Princesses await you down there, each a subtle variation on the central theme; the same blade with a different handle. On the stairs leading downward, you might be greeted by a timid voice, hesitant and afraid. Alternatively, you could hear hostile tones, expectant with the promise of brutal violence, delivered in the dark. After your first encounter with the Princess, you end up back on the path, ready to return to the cabin. This time though, the Princess’ form will be markedly different, depending on the aspect of the Princess you have invoked. Each Princess has an archetypal name, like cards in a twisted Tarot deck.

In terms of gameplay, as in most visual novels, you select actions and responses from a set list. Sometimes, choices marked with the word “Explore” appear, which allow you to expand your knowledge of the situation in relative safety, although you find no certainty in Slay the Princess. Prevaricating too long can set off a chain of events you might not be ready for. Equally, charging blindly forward has its own consequences. As you continue, new voices emerge, generated by your actions, with names such as “The Smitten” and “The Opportunist.” Like The Narrator, they introduce insistent interjections, each framing events from their own biased perspectives, adding a distinctive flavor to each run.

It’s an enthralling experience, brought to us by the talents of a small, yet majestic, team. Tony Howard-Arias is the writer and designer of the piece, performing both duties like a king. When it comes to RPGs, the strength of the narrative almost always speaks to me the most, something even more important when it comes to visual novels. Even so, the writing in these games does not always approach the standard of the best literature. You cannot level this accusation at Slay the Princess. Howard-Arias has created a script threaded through with black humor, the sort of comedy that comes to you in the dark of the night, as the last drinks slowly empty. Bound to this is a web of horror, pain, and uncertainty that constantly caught me off guard and left me contemplating each scenario long after it ended. Howard-Arias interrogates the very nature of visual novels, with their focus on exploring different potential paths, and makes the repetition inherent to the form a key part of the interaction. For instance, The Narrator does not remember the resetting of the world around him, and the Voices make you question whether his recalling this fact would be a good idea. The Narrator often uses repeated phrases, such as saying, regarding the Princess, that “slaying her is probably doing her a favor” after describing the unpleasant condition of the stairs leading down to the basement. Howard-Arias uses this as a powerful tool to subvert our expectations by distorting or inverting these phrases at unexpected moments.

Equally important is the work of Abby Howard, who provides the art for Slay the Princess. Black and white visuals prevail: pencil sketches that convey more to the viewer than any fully-colored, 3D-rendered approach could possibly do. She injects every environment with a sense of foreboding; even the most innocent location feels like it could slip from under us and send us plummeting into some horrific unreality. The imagery is almost Lovecraftian, with a sense that this whole universe is waiting until the stars are right, which is also suggested to us by the uncertain nature of the realm we visit. Howard’s different depictions of the Princess display a range and inventiveness that would support an entire series of books, let alone one game. From the plaintive looks of The Damsel, with her oversized eyes and fairytale dress, to the demonic visage of The Adversary, with her horns and forked tail, the designs bring each incarnation to life in unique ways.

Howard is equally skilled at depicting the actions that take place during your encounters. She creates an inviting castle room laden with food for an enticing meal, with the same skill she uses to illustrate the damage caused by slicing edges rending flesh. A measured use of comic book-style storytelling and some light animation supports the art, somehow more effective because of the restraint in its usage. Although not directly akin, there are some similarities to the work of Junji Ito, in the way Howard distorts the ordinary to disconcerting effect and twists the human body into multitudes of disturbing forms. While sometimes shocking, the principal effect is one of alienation, never leaving you on a secure footing for any length of time.

The voice work of Jonathan Sims as The Voices in Your Head supports this, together with Nichole Goodnight as The Princess. Sims’ performance is wonderfully shaped, with slight differences between the Voices that make each distinct despite obviously being the work of one person. He is effectively having an extended conversation with himself, which must be challenging. The interplay between the voices can be hilarious, but Sims also interjects vulnerability where needed, putting you off balance in key moments. Goodnight pulls off a similar feat, with each archetype requiring a substantially different approach. However, we also need to believe that all these versions of the Princess could be the same being. Goodnight offers an underlying cohesiveness to her work that helps to convince that this is the case. She can make you pity the Princess or scare you to death in equal measure. My one minor criticism of the voices is that voiced lines occasionally get slightly cut off at the end of sentences. However, this happens very infrequently and did not significantly disrupt my immersion or enjoyment.

Wrapped around it all is the impressive score by composer Brandon Boone. Slay the Princess has a central musical theme, built around the simple repetition of four notes on a piano, at once both eerie and lyrical. From this lynchpin, Boone spins out new variants for each Princess archetype to bring out the essence of those incarnations while still reflecting back on the original theme, like images spinning outwards from a murky moonlit pool. The Adversary’s motif is a favorite, with its booming chimes evoking force and inevitability, as is The Spectre’s, which is suitably haunting with its echoing tones and ghostly moans.

Of course, this is The Pristine Cut, so I should mention some of the changes in this version. Three chapters — The Den, The Fury, and Apotheosis — each feature extra content. A distinct Chapter 3 has also been added for The Specter, The Damsel, and The Princess. I have tried some additional content and can confirm that, even as someone new to the title, it is of a similar quality to the rest of the material and provides a worthwhile reason for veterans to revisit Slay the Princess.

Slay the Princess – The Pristine Cut is a work of video game art that should not be missed by anyone fond of this form of the genre. It takes you down the stairs, traps you in the basement, and forces you to confront yourself in a dark mirror that wears a tiara. Pick up the blade. You’re going to need it to face what’s down there.

  • Graphics: 95
  • Sound: 92
  • Gameplay: 86
  • Control: 85
  • Story: 95
91
Overall Score
(not an average)

About our grading scale

Review by · November 8, 2024 · 8:00 am

A reprobate is “an unprincipled person, often used humorously and affectionately.” Some archaic definitions refer to a reprobate as someone “predestined to damnation.” Joe Richardson, creator, must have spent time finding the right words for this game because that kinda says it all. Death of the Reprobate is another Joe Richardson title using sophisticated vocabulary to deliver irreverent, disgusting, low-brow humor. All while poking fun at Renaissance-era artwork. And maybe pointillism.

In this two-to-four-hour jaunt, you play the role of heir to Immortal John’s estate (he’s not actually immortal). Of course, your character is a loathsome sort, so you have to prove to Immortal John that you can rectify your errant ways and be a jolly lad worthy of his riches and title.

What ensues is an ungainly prance from painting to painting, all while talking with folks carefully cut and pasted from other works of art. I can’t tell if Richardson is celebrating these works or poking fun at them, because while the less alluring side of some paintings is on full display, the game is absolutely awash in famous and less-than-famous artwork of the era. Death of the Reprobate is made for someone just like me who enjoys eloquent verbiage mashed together with raspberries and obscene gestures. Finally, I am seen.

A woman bathing in a pond in a dress with another painting figure looming over her saying "My beloved wife-to-be is experiencing a temporary bout of womanly hysteria"
Very of-the-era.

Much of the game is just that: fancy writing and childish humor. Perfection. But that’s not all. While awkwardly ambulating in biped fashion, our “hero” meets and talks to several people in need, all prominently indicated with an arrow from God. Thanks for making this easy, God. Most interactions devolve into “Who are you?” “What are you doing?” and “How can I help?” dialogue options when one isn’t observing or smacking people. At times, the dialogue goes to some novel places, but that’s the gist of most of it. The game is the visuals and writing. Oh, and point-and-click adventure game puzzle solving.

If I’m brutally honest, the writing and visuals become repetitive, and I don’t like saying that, because the style here is unmatched; I just wish Richardson changed up the formula a bit. It’s as if he’s run out of tricks and had to squeak out one last fart. That didn’t stop me from eying a screen transition to a new painting while leaning in excitedly. Every landscape laden with awful people ignites the imagination. I only wish the ensuing conversations surpassed expectations.

Death of the Reprobate screenshot with God pointing at a guy with a gun who needs help while a nude says "Hello!"
I…is he talking to…me? You?

Most areas have musicians playing all sorts of ye olde instruments with a soundtrack to match. Nothing original here, it seems, but the sounds complement the style, which is good. No voice acting, but this is a smaller work, and I’m not sure any talent could match the sorts of voices I had going on in my head while reading this absurdity. Everything controls as expected.

While Death of the Reprobate is not a perfect experience, this brief journey doesn’t overstay its welcome. I’m a Joe Richardson fan, and I can’t wait to see what he does next, even if it’s nothing like his previous works. Clearly, he’s a talented individual who deserves success. If unique experiences are your wheelhouse and you don’t mind some potty humor to go with your high-brow language, then please support this developer.

  • Graphics: 80
  • Sound: 80
  • Gameplay: 70
  • Control: 100
  • Story: 80
78
Overall Score
(not an average)

About our grading scale

Review by · November 5, 2024 · 9:00 am

Metal Slug is a niche action side-scroller with a reputation for its art style and tough-as-nails gameplay. Truly a quarter-eater, Metal Slug takes the edge off wartime horrors with its approachability until you get a few levels in. Eager to experience the same in a strategy RPG format with Metal Slug Tactics, I quickly suited up and thrust myself into the foray.

Not exactly known for its storytelling, players won’t find much motivation beyond “see enemy, fight enemy.” Long-time series villain Donald Morden is at it again, and he’s after the nefarious World Government (that’s who you fight for, by the way). With some cheeky commentary, players interact over comms with one of the game’s several “bombshells” and eventually have opportunities to engage in sidequests to add some context and flavor. Surprisingly, I found some character building between runs as companions banter briefly for a serious moment. The writing’s not bad here, but so short-lived and infrequent that it’s hard to get attached.

What makes the storytelling even harder to get attached to is the misleading context in the sidequests. For example, I had the opportunity to intercept a convoy that was headed to the jungle early on. My comms specialist informed me that I should go to the jungle to seize the materials. When I went back to the world map, a seemingly unrelated territory had a flashing beacon over it, while the jungle had no icon over it. I went with the writing and invaded the jungle, but the sidequest disappeared with no progression. Guess I was supposed to follow the map icon and invade the desert. Oopsy.

A boss battle with a boat in Metal Slug Tactics.
That’s right. In Metal Slug Tactics, you can defeat a giant militarized, impractically constructed naval vessel with a knife.

Setting aside small grievances, Metal Slug Tactics is a standard strategy RPG. Runs play out in roguelike fashion with random level-ups including traits and skills, and with hour- to two-hour runs. Isometric with a square-based grid, gameplay is intuitive and simple for anyone who’s played an SRPG before. Then again, the gameplay is intuitive and simple. Don’t expect any gloss or complex inner workings. If that’s your speed, you’ll love it, but veterans of the genre may be left wanting.

That said, expect several status effects and abilities that may contribute to the strategy. Metal Slug Tactics is by no means easy. Though, even with all of the abilities and buffs, gameplay feels fairly samey across runs with little to separate the cast of characters besides affinity toward a gameplay style. For example, some characters favor moving allies or enemies, while others specialize in melee, explosive area-of-effect, or powering up after participating in synchronized attacks.

Although nothing new to the SRPG landscape, Metal Slug Tactics emphasizes combos. If an attacking character hits an enemy in an ally’s view, that ally will contribute with their primary weapon. This frequently means the difference between a kill and an enemy who’s going to get a turn to chunk down your team. On the other hand, you may not care because your team has accumulated a bunch of dodge by being reckless and running head-first into the enemy hive.

Medal promotion screen to upgrade abilities, instructing "Choose a Special Action to upgrade" with "Grenade Juggles" highlighted.
Honestly, if I had to choose one of these level-ups IRL, I’d choose the high five.

This might be the most thrilling aspect of Metal Slug Tactics: movement means dodge, which is essentially defense. By running in a straight line or jumping over chasms, characters gain flat damage reduction (dodge). In most SRPGs, cautious gameplay wins the day, but in Metal Slug Tactics, holding back for too long could jeopardize your team’s defense and ability to efficiently close the mission out before things get too wild. In several cases, a big attack can be mitigated down to nothing or almost nothing by doing the exact opposite of what your instincts tell you. This can keep missions feeling breezy and active.

Every mission has a different objective, but they all feel slightly similar. Escort an ally to an exit tile, kill all the enemies, destroy an enemy convoy before it reaches its destination, kill specific enemies, and eventually take out a boss after completing three missions in a region. Fighting the final boss is always an option after beating the first area, but players can build up skills and abilities by going to another location with its own theme of enemies (that don’t feel too different from the others). Choosing a mission within a location can grant different rewards, such as a mod for a weapon, currency to shop after completing an area, bonus experience points, extra ammo for characters’ specialty weapons, and resurrection consumables.

Between runs, players may unlock new characters depending on what they’ve accomplished. Over time, players get access to new loadouts, new mods, passive abilities to unlock, and so on. To do this, players need to spend currency earned after a run, and the amount earned depends on how they did. Higher difficulty runs yield more currency and spice up the gameplay, as the basic difficulty required at the start can feel easy once you understand the systems.

A metal slug explosion next to a tank in a desert stage.
Metal slugs are premium tools for perfectly contained, cylindrical explosions.

While we received materials along with the review code explaining some bugs that may occur—presumably with the intent of correcting them before the game’s release—I feel like I have to inform you about some of the quirks. Chiefly, I don’t think enough in the game is explained, and the UI can feel clunky or difficult to navigate. The tutorial encourages us to highlight over colored text to learn more about different statuses and mechanics, but sometimes these pop-ups disappear in the process of trying to hover the cursor over them. The topography emphasizes elevation, which is easy to understand by hovering the cursor over the tile, but where the x- and y-axis fall isn’t always clear. Fortunately, the game lets players undo movement with ease, because I frequently, even after fourteen hours of gameplay, couldn’t line up my shots correctly. Or even tell the altitude, for that matter.

Now, you might think “fourteen hours of gameplay” is oddly specific, and the reason I mention “fourteen” is because my frames dropped considerably when I was engaged in a sidequest boss fight. I couldn’t play the game. Navigating around the map was slow, often resulting in me ping-ponging from one end of the map to the other with little input. Keeping in mind the game is likely to be patched, I imagine a problem like this will be remedied, though I tried a number of things on my end to resolve the issue, like restarting the game and my computer. Every time I loaded the save, I couldn’t navigate in the middle of the boss fight. A shame, because while I certainly have my grievances with Metal Slug Tactics, I was enjoying myself.

Metal Slug Tactics tends to play it safe while simultaneously encouraging players to not play it safe. With few bells and whistles, everything just feels slightly different, rather than a mind-blowing change in gameplay. Even in an old-school SRPG like Shining Force, characters feel starkly different from each other—except the centaurs—though in this title, everything just kinda runs together. It feels like Metal Slug because it looks like Metal Slug, and the sound effects help in that respect, but in no way does this game evoke frenetic joy like its forebears.

  • Graphics: 70
  • Sound: 70
  • Gameplay: 70
  • Control: 60
  • Story: 70
66
Overall Score
(not an average)

About our grading scale

Review by · November 2, 2024 · 8:00 am

(Minor spoiler Warning for the first Shadow Hearts)

For a significant chunk of my life, Shadow Hearts: Covenant has occupied a small but unshakable space in my mind. I was aching to play an obscure RPG of incredible rarity with an unconventional alt-history setting and horror-lite atmosphere, and that feeling persisted well into 2024. Reviewing it was more for the sake of scratching a lifelong itch than anything else.

With that itch finally scratched, I realized that the legendary reputation I had built up for this game was not perfectly congruent with my play experience. I suppose, in some ways, this could be considered disappointment, but it was probably inevitable given how long I ruminated about someday playing it. In the end, I can still declare that if you’re lucky enough to track it down, Covenant is a weird but also very worthwhile investment.

The game’s hero is once again Yuri Hyuga, the god-slaying protagonist of the first Shadow Hearts. Following the previous installment’s bad ending, Covenant finds Yuri defending a French village from the German Army during World War I, which earns him the attention of a mysterious organization. They soon find and attack him with a magic artifact that curses him and seals his ability to transform into a cornucopia of different demons. Now, Yuri finds himself on the run alongside Karin Koenig, a defecting German officer incensed by her allies’ willingness to kill civilians; Blanca, a proud white wolf; and Gepetto, a creepy old puppeteer who I wish wasn’t in this game. More allies join the party at a steady pace, including pro-wrestling vampire Joachim, dancer Lucia, Russian royal Anastasia Romonov, and taciturn samurai Kurando.

Yuri Hyuga, shocked, says "That is one big pussy!!" in reference to a feline opponent.
I promise he’s talking about a cat.

While the eclectic cast can certainly be entertaining, the story they take part in is wildly uneven. At best, there’s some half-decent political intrigue and thematic work in the second half concerning how most human conflict is based around a borderline futile search for personal happiness. There are even some great individual moments with genuine heart and fun cameos from real-world figures. However, a huge chunk of the first half is dedicated to the party simply trying to find the series’ resident exposition dumper Roger Bacon to find out what they should be doing, followed by an arc where they’re put up against mad monk Grigori Rasputin, who doesn’t have much going for him as a villain.

Even when the second half offers an intriguing shift in antagonist that will shock you if you played the first game, it still feels undercooked. Yuri is the only party member with significant emotional stakes in the plot, and it’s difficult to discern why some characters even tag along with him beyond a vague sense of camaraderie. Even Karin, the heroine, largely exists just to fruitlessly long for Yuri and catalyze one of the most unintentionally hilarious plot twists I have ever had the pleasure of witnessing. It all feels like a rough draft, not helped by the spotty voice acting, stilted writing, and subtitles that often fail to match the dialogue. Those subtitles are also off by default, so you can miss some of Blanca’s “dialogue” if you don’t realize subtitles are available. While (apparently) the Japan-exclusive Director’s Cut adds some much-appreciated scenes to flesh out certain characters, what little I could find in English didn’t meaningfully change my impression of them.

That said, the party does flourish when they’re allowed to let loose and be goofy. There’s a lot of laughs to be had when everyone is hanging out and talking to each other about something other than the main plot. Yuri is especially refreshing in how dismissive he is toward most of the game’s absolute madness. One of my favorite sideplots involves Yuri and Karin meeting with the Soul of the Judgment Ring to receive upgrades, only for Yuri to poke fun at him, learn that he’s a beleaguered family man, and ultimately befriend him.

Yuri Hyuga talking to the Ring Soul, saying "Where's the poetry? The romance?!"
Make no mistake, this spirit is a man with a wife and child.

That’s far from the goofiest thing that happens, especially if you decide to do all the sidequests. Blanca’s Wolf Bout tournament, helping a fortress full of ghosts rest in peace, and scouring the game’s many optional dungeons are only a few examples of its side content. While they’re mostly devoid of strong narrative beats, almost every sidequest features some degree of delightfully bizarre comedy, though not all of them hit the mark. Joachim’s “Man Festival” could be less tedious and have far fewer gay and Indian stereotypes, but that’s thankfully a minor portion of the game. And most optional content isn’t missable, so you don’t need to constantly consult a guide to see everything on offer.

It’s not all fun and laughs, though; Shadow Hearts and its predecessor, Koudelka, are known for their distinct aesthetics, and this is another area where the game excels. The character models and their animations are a much-needed step up from the first, but the crowning achievement is the environments. While Covenant features a variety of real-world cities with a very welcoming ambiance, this serves to contrast the true star: the lovingly tenebrous dungeons that see the party navigating caves, catacombs, and several other horror-tinged locales. Those dungeons even have some legitimately challenging puzzles, though with how large and labyrinthine they are, it’s often tedious to navigate them. The music compliments this atmosphere in the field and in combat, the best songs being the battle tracks that use distorted vocals to drive home the surreal atmosphere and creature designs. And while we’re mentioning battle, it’s time to examine Covenant‘s biggest triumph.

Actions in battle rely on the Judgment Ring, a system where the player must hit marked nodes in order to attack, use items, or perform almost any action. Hitting a red “strike zone” enhances the effects of the command. This might seem repetitive at first, and in the first Shadow Hearts, that was often the case. But Covenant has changed the game entirely. In fact, I will stake out a claim that its version of the Judgment Ring is one of the most well-realized RPG battle mechanics to ever grace the genre.

Blanca, humorously standing upright behind a corner to hide from two guards, listening to one of them saying "What a waste of time! Nobody ever comes around here. What's the point of having us on patrol?"
Shadow Hearts: Covenant also indulges in the JRPG tradition of random minigames in the main story.

There’s incredible variety in how players can customize the Ring: increasing the number of hits in one attack in exchange for smaller hit zones, finding collectibles to make hit and strike zones larger, and cycling between ring type options that drastically alter how it functions. Some of these options were limited to weapon customization in the first game, and there was almost no reason to engage with it until you had everyone’s best gear. Now, it simultaneously offers the player risky attack options, a built-in difficulty modulator, and a gold mine for challenge runs with a genuinely stunning level of elegance.

And that’s just the first example in a laundry list of combat improvements. Character animations are now fluid and natural, creating a satisfying verve to encounters. A major gameplay addition is the combo system, where characters can be set up to chain moves with one another for increased damage and an explosive finisher if the combo is long enough. Certain moves affect enemy positioning, others are more effective depending on the enemy’s position, and the player still must hit all their Judgment Rings. It’s addictive enough that even when it ends up making the combat somewhat easy, the thought the player needs to put into combos still makes them satisfying to perform.

The addition of magic crests to freely swap between characters also gives them more options than the limited skill selection in the first game. Unique character gimmicks like Yuri’s various demon fusions, Anastasia’s ability to copy skills from enemies, Joachim’s rotating transformations, or Lucia’s various oil mixtures flesh out this system even more. Not every character has idiosyncrasies this unique, but having some conventional options to offset the wild cards is still welcome.

The Judgment Ring is displayed over the party, with the last segment about to be hit by Yuri.
Get used to this ring, you’ll be seeing it a lot.

The one bad thing about combat is that by the endgame the sheer volume of fights you take part in gets pretty grating, especially if you do the sidequests. It’s easy to end up overequipped for any situation and have more than enough money to buy expansions to your hit and strike zones. This isn’t a fatal flaw, but I think that enemies with more challenging AI, attack patterns, or even just a bit more health could remedy it. It would also be nice to have some more movement options in battle, considering how large a role positioning now plays. As it is now though, it’s still very enjoyable.

And that’s what Shadow Hearts: Covenant ends up being: very enjoyable in spite of its faults. Even if I didn’t connect with the story, it does have its moments, and the sheer girth of content and exemplary Judgment Ring customization make it something truly special. It’s a unique experience, and though its rarity might be a barrier, anyone who has the opportunity to play this game should seize it.

  • Graphics: 95
  • Sound: 90
  • Gameplay: 90
  • Control: 80
  • Story: 60
85
Overall Score
(not an average)

About our grading scale

Review by · November 1, 2024 · 8:00 am

Hard choices should remain difficult because someone else will try to make them for you once they’re easier to make. BioWare’s Dragon Age: The Veilguard poignantly hits this sentiment home throughout its lengthy narrative, offering players numerous difficult decisions so that they can shape the dark fantasy land of Thedas. Does the fourth game in the acclaimed DA series meet the quality expectations set by its peers? I’d argue yes, and it even surpasses them in several aspects. The Veilguard is peak BioWare, a welcome return at a time with many debating whether or not we’d ever see them reach their previous heights again.

I’ve been a fan of BioWare’s RPG storytelling for quite some time. However, I technically started with the Mass Effect trilogy before taking my initial steps into Dragon Age‘s realm of Thedas. Both series share similar themes and gameplay elements, so they have a fond place in my heart. Despite its apparent flaws, I enjoyed the often-maligned Mass Effect: Andromeda. Thanks to a recent replay for Retro Encounter, I recently came to appreciate the narrative beats of the more divisive Dragon Age II. Dragon Age: The Veilguard takes more positive elements of each BioWare flagship series and improves upon their weaknesses, creating a polished RPG experience with gameplay and plot that’s well-designed and memorable in equal measure.

Dragon Age: The Veilguard’s narrative takes place some years after the events of Dragon Age: Inquisition and its epilogue DLC, Trespasser. Inquisition agents Varric Tethras and Lace Harding have tracked down their former comrade-in-arms Solas, the infamous Dread Wolf of ancient elven myth, to the capital city of Tevinter. Solas is attempting a ritual to tear down the Veil surrounding the world to “restore” what’s been lost, though doing so will cause a catastrophe that could very well end Thedas.

Trying to stop his machinations, they enlist the help of Tevinter’s mage detective, Neve Gallus, and Rook, the player-controlled hero. For complete player immersion, Rook’s looks, gender identity, race, job class, narrative origin, and voice are fully customizable in a detailed character creation process before jumping into the first mission. Things don’t go swimmingly for our heroes, and soon, corrupt ancient elven gods threaten everything and everyone. Rook ends up the de facto leader of the party, assembling a group of colorful and varied characters to help in their quest. Can the newly appointed Veilguard drive away the chaos and save Thedas? Plenty of trials, tribulations, and tough choices lie in wait for Rook and their companions.

Harding and Varric are about to set out on a new adventure in Dragon Age: The Veilguard!
Their story isn’t over yet. Expect to see some returning faces.

At the core of any great RPG is its story and characters. In this regard, Dragon Age: The Veilguard is right on track with an intriguing plot that carefully explores regions of Thedas only previously referenced in series lore. You get to travel to Tevinter, a location mentioned quite heavily in past DA titles, along with areas like Nevarra and Rivain, which were given more of a light touch in the series previously. Every region in The Veilguard has an impressive scope and depth with the lore. Its surrounding ancient histories get more exploration too, offering new insight and revealing fascinating additions to the mythos of Thedas alongside hidden truths. I also found the various factions of each locale, such as Arlathan’s Veil Jumpers or the Antivan Crows, to be fully realized and deftly explored. My Rook was originally part of the Shadow Dragons, and how your Rook’s origin gets interwoven into the plot through dialogue options and references is impressive. I even appreciated that at points in my playthrough, my Rook could discuss being of Qunari descent in Tevinter society, as it made her feel like she had an actual background.

The game’s characters are arguably the most substantial part of the writing, with its beating heart being the titular Veilguard. Harding stepping into a party member role after her stint as a beloved-yet-not-the-focus NPC in Inquisition is inspired, and she’s just as likable as ever here. Neve is a staunch defender of the oppressed in the poorer Dock Town area of the Tevinter capital with an analytical approach to most things that’s greatly appreciated. Bellara is an elven Veil Jumper who is a sheer delight with her bubbly mannerisms and penchant for hoping for the best in any situation. Emmrich is the kindest, most polite necromancer I’ve encountered in a video game! Davrin is a Grey Warden who very much espouses the order’s ideals thrust into a situation he isn’t prepared for. Taash is a dragon hunter who still shows understanding and respect for the magnificent and powerful creatures.

The feared assassin Lucanis was a pleasant surprise for me. He managed to worm his way into my Rook’s heart with a wonderfully charming personality, thoughtful observances, and a profoundly abiding love for coffee. For fans of romance in their BioWare games, I adored how cute and touching their eventual romance ends up being too! Emmrich’s skeleton butler, Manfred, and the young griffin Assan are also unique mascots. Indeed, I immensely enjoy the found family dynamic that evolves among the Veilguard. They all have their differences, yet regardless, they work through them to reach an understanding with one another. Their dynamic develops believably over time, especially if you try to follow through with all of their character arcs.

The main party gathers together for a team meeting in Dragon Age: The Veilguard.
The gang’s all together!

The various regions of Thedas you traverse also have essential characters to get to know by visiting them and completing quests raising that faction’s strength. Faction strength ties into what items can be found in shops and even has a surprising impact on the game’s narrative outcomes. Strife of the Veil Jumpers, Tarquin of the Shadow Dragons, Teia of the Antivan Crows, and a colorful married couple in the Grey Wardens are just a handful of potential allies with memorable plots and moments. At specific points, some nostalgic cameo surprises await fans of the series! Other minor characters in the plot have just enough lines and ambient dialogue to get attached to them, allowing the regions of Thedas to feel genuinely lived in.

You even get messages from characters you’ve aided occasionally, both prominent and minor in scale. These provide a sense that side quests have a lasting narrative impact outside of just raising faction strength and tangible rewards. The most significant character-related weak point is that, aside from the highly complex figure of Solas, most of the antagonists are one-note. They are solely “evil for the sake of being evil” villainy. Those wanting morally complicated or dubious villains won’t find them here, save for perhaps on rare occasions I won’t delve into due to spoilers. However, it makes sense that most of the villains aren’t redeemable when you’re fighting against groups of people who are abusive enslavers who go around gleefully murdering the innocent for blood magic sacrifices. Sometimes, a story needs adversaries you want to bash happily, and The Veilguard certainly provides that! Given how deftly combat is handled, you can be sure to appreciate the process, too.

Combat in Dragon Age: The Veilguard is sharp and fine-tuned, primarily through a more action-oriented RPG lens. Unlike my recent playthroughs of Dragon Age II and DAI, I didn’t find myself constantly wrestling with The Veilguard’s camera to find decent angles for attacks. Once foes step into your line of sight, they’re pretty much fair game for longer-range projectile attacks or melee assaults that can chain together to create powerful moves. With a simple button push, I switched fluidly from sniping to more close-quarters combat. Combat is fast and, most importantly, fun. Even a special meter fills up during fighting, letting you unleash an extraordinarily devastating and satisfying ultimate attack! My Rook went with the mage job class, ultimately landing on the powerful Spell Blade specialization. Tearing through hordes of enemies, taking on high dragons once you level up, and tailoring the robust and versatile skill tree to your liking is immensely enjoyable, so much so that I even sought out optional fights that I probably would’ve avoided in previous DA games. You have limited healing potions, but the combat zones provide resupplies should you need them. You can even pause combat to activate more tailored special moves or set up combos with party members, for which the AI is excellent. It’s a thoroughly entertaining battle system, so long as you’re an action RPG enthusiast.

Protagonist Rook showing off their latest magical moves in Dragon Age: The Veilguard.
Battles can be exciting, especially if you are partial to action RPGs.

Aside from fighting, there is a surprising amount of activity as the Veilguard traverses the land. Maps are large and expansive without seeming overwhelming or confusing to navigate using helpful on-screen pointers. Story quests are always clearly marked, with the fast travel world map helpfully noting when new quests have opened up in the current area so that you don’t miss them or constantly feel the need to backtrack to every region. Quests have a nice variety of completion criteria as you go. Area designs are full of nooks and crannies to explore for items and resources, with each party member harnessing special “dungeon abilities” to help you access different terrains or solve puzzles similar to old-school Wild ARMs games. In general, puzzles are more thought-provoking than frustrating. You can have fun simply exploring the various regions in Thedas.

Dragon Age: The Veilguard’s narrative centers a lot around choice. Rook has plenty of dialogue options at her disposal throughout story scenes, altering how the story plays out in subtle and obvious ways. The game does an excellent job of “remembering” essential decisions Rook makes, showcasing how they impact later interactions or moments. You might make an unpopular choice with someone in one instance that may even damage your relationship or reputation with them, but you can also repair that damage over time if you work at it. This creates a realistic approach to plot development and relationship building with the cast. Seeing how your actions can impact the story in many ways is fascinating, particularly in later plot events. You can even sometimes talk your way out of fights completely! There’s also a large amount of optional content to get through if you like, and much of that impacts things like faction strength, character bonds, and even the game’s ending. The possibilities for continued play are extensive, especially with the game’s various difficulty settings. I appreciate how none of your decisions are ever painted as “right or wrong,” as there are positive and negative outcomes for most.

Visually, Dragon Age: The Veilguard is easily the prettiest DA game I’ve seen from a background stance. Every area you travel to has a unique look and feel, with some genuinely gorgeous vistas in areas like Rivain and Arlathan. Comparatively, I think the character designs can take some getting used to, and their more “stylistic cartoon” aesthetic might not be for everyone. Still, I warmed up to them as I played and came to appreciate how varied, detailed, and expressive they are. This is easily the most visually polished BioWare game I’ve played, as I hardly ever noticed any graphical hiccups.

Manfred acts heroically in Dragon Age: The Veilguard.
Manfred has some terrific moments throughout the story.

Sound-wise, the orchestral feel of the game’s soundtrack (as evidenced by its Main Theme) and the sound effects are phenomenal. The squelching of boots on wet ground, the clash of steel, and the cry of an angry dragon all come together incredibly well. While some voice actors are arguably more robust than others in their overall performances, everyone grew on me in their respective roles, especially the main cast as they faced their various characters’ trials and tribulations. Special kudos go to Erika Ishii‘s performance as Rook in my playthrough, as they captured the inherent goofiness of Rook’s mannerisms alongside some genuinely emotional and poignant moments, as well as Jin Maley‘s phenomenally passionate Taash performance and Gareth David-Lloyd‘s returning role as Solas. The game’s subtitles matched the voiced lines and were readable even on the default settings. I did notice that some selected dialogue options didn’t always align with spoken dialogue in the story scenes, but that’s more of a writing issue than a sound one.

Looking back on my sixty-five-hour The Veilguard playthrough for apparent flaws, I’m coming up short. While it’s relatively newcomer-friendly, given its focus on new areas of Thedas, prior knowledge of the events of Dragon Age: Inquisition is beneficial in the long run. It enriches specific story beats and character moments that much more. Those who maybe want a more “blank slate” protagonist might be put off by how much established personality Rook has and how much dialogue they get outside of the numerous player-choice dialogue options. But, honestly? That’s mostly it, and I feel like I’m nitpicking more than anything. This is a thoroughly solid and quite polished RPG adventure!

Dragon Age: The Veilguard has cemented itself as one of my favorite DA games and is easily the best BioWare outing we’ve had in a while. It has heart and plenty of emotion alongside a found family cast with some of the best personal character questlines I’ve experienced in a game. It’s evident that there’s a deep respect for the DA lore and titles that came before, and I love how The Veilguard takes vital points of so many BioWare games and builds upon them. Rook’s journey contains several devastating choices, but opting to give Dragon Age: The Veilguard a chance should be a surprisingly easy choice for RPG fans.

  • Graphics: 93
  • Sound: 94
  • Gameplay: 95
  • Control: 94
  • Story: 97
95
Overall Score
(not an average)

About our grading scale

Review by · October 28, 2024 · 12:00 pm

Life is Strange: Double Exposure is the latest entry in a series that has seen its fair share of praise and criticism. While the original Life is Strange set a high bar with its unique time-bending mechanics and emotional storytelling, subsequent titles have received mixed receptions. Fans have been divided on how well each game lives up to the original’s emotional depth and character-driven narrative. Unfortunately, Double Exposure falls short of living up to the original’s legacy. Although it captures the spirit of the series at times, too many elements fall flat, leaving an experience that feels rushed, underdeveloped, and, ultimately, unsatisfying.

Unlike Life is Strange 2 and True Colors, which introduced new characters and stories, Double Exposure is a direct sequel to the original game, bringing back Max as the protagonist. Set ten years after the events of Arcadia Bay, the story takes place at Caledon University, where Max is the photographer-in-residence. The narrative picks up with her once again facing impossible choices that challenge her understanding of friendship and sacrifice.

This time, instead of her time-rewinding powers, Max discovers the ability to travel between two parallel worlds—one where her close friend Safi is alive, and another where Safi was shot to death in a horrifying incident. This dual-world mechanic sets the stage for a story steeped in mystery and the consequences of Max’s choices across these two realities.

One of the areas where Double Exposure succeeds is in its atmosphere. Like the original, this game nails the indie, coming-of-age vibe with a soundtrack that complements the mood and fits the tone perfectly. Whether it’s a reflective moment after a major choice or a simple scene in Caledon, the soundtrack enhances the emotion and keeps you engaged, even when the story falters.

There are moments of genuine intrigue in the mystery that Double Exposure presents. Kicking off with a strong premise, the game explores the consequences of shifting between two realities. There’s also a noticeable attention to detail in certain areas, particularly with idle dialogue. These seemingly small conversations often form side storylines that persist throughout your playthrough, adding depth to the characters and the plot. When it works, this idle dialogue enriches the experience, gives insight into the characters’ backgrounds and motivations, and creates a sense of immersion.

Life is Strange Double Exposure with Max demonstrating powers and looking at someone walking down the street toward a brick building in another outline.
Eavesdropping on another world.

Unfortunately, these moments are insufficient to save the game from multiple glaring issues. One of the biggest problems with Double Exposure is its reliance on fetch quests. While similar problems existed in previous titles, they are more apparent here, completely dominating the gameplay. Their abundance in numerous areas bogs down the pacing, turning entire sections into tedious chores at the expense of meaningful interactions. When a narrative-driven game loses its narrative momentum, the flaws become even more pronounced.

The characters in Double Exposure are also one of the weakest aspects. Unlike the first entry, where many characters felt well-developed and nuanced, those in this installment often behave inconsistently and make bizarre, illogical decisions. For example, regardless of your input and choices throughout the story, the main characters behave in the exact same way to move the story forward. No matter how nice (or mean) you are to a specific character, your actions are almost completely forgotten by the next scene. This disconnect leads to irrational actions that contradict players’ expectations based on prior interactions, resulting in a bewildering lack of coherence.

Even by the game’s conclusion, the characters do not significantly evolve from when you first meet them. They fail to learn from their mistakes, and there’s little room for introspection or reflection. The lack of believable progression makes empathizing with characters difficult, which spoils overall plot immersion. In a game where emotional stakes are supposed to matter, this disconnection left me feeling disengaged and indifferent to the outcomes of the characters’ journeys.

Part of the problem stems from its short runtime. Clocking in at less than ten hours, Double Exposure doesn’t give itself enough space to fully explore its characters or plot. There simply isn’t adequate time for the story to develop naturally, which results in a rushed and unsatisfying experience. The game introduces key plot points but never fully resolves them, leaving you with more questions than answers by the time the credits roll. This short length is especially disappointing given the price, as it feels like poor value for your money. 

One of the main narrative hooks is that players can choose to base the story on either ending from the first Life is Strange. On paper, this concept presents an intriguing opportunity for players to see how their previous choices impact the story and the world around them. However, in execution, it falls short. Both routes feel strikingly similar, offering only surface-level differences that do little to differentiate the experiences. 

Despite the real impact that the original endings should have on the overall story, the dialogue for both routes is largely similar, and it’s difficult to accept the lack of narrative divergence given the gravity of those choices. As a result, the story feels forced and unconvincing—like a contrived decision written inorganically from a premise rather than one allowed to develop naturally. Consequently, the overall replayability suffers, as players have little incentive to revisit the other path when both are so similar.

Life is Strange Double Exposure Choice map with max looking at a cell phone in another character's hand and the option to "call her bluff" or "answer her questions.
What would you do?

Adding to all of this, the technical state of Double Exposure presents another major issue. The game is riddled with bugs, some of which are game-breaking. These bugs are not just minor inconveniences—they can completely ruin the experience by forcing you to restart sections or lose progress. There are persistent audio issues that pull you out of the moment, with dialogue sometimes cutting out or desyncing. Since the game relies so heavily on immersion and emotional investment, it’s difficult to overlook these technical problems. They compound the frustration already caused by poorly developed characters, making the experience feel even more unfinished.

Double Exposure also lacks basic quality-of-life features that we’ve come to expect in modern games. For instance, there is no means of tracking certain collectibles. For a game that prides itself on player choice and uncovering hidden details, the absence of such tracking is a baffling oversight. This makes it difficult for players to know what they’ve found and missed. Further, due to the aforementioned bugs, some of the collectibles and even available player choices may not appear at all. 

Finally, the ending is where things really fall apart. Most of the plot points remain unresolved even at the end, and it feels like the developers are more focused on the next game instead of this one. This aspect is where Double Exposure feels most like a letdown, as if the story never truly got started. 

Life is Strange: Double Exposure is a game that fails to capitalize on its premise. Although the soundtrack and occasional moments of intrigue are commendable, they are overshadowed by poor character development, confusing plot choices, and a lack of polish. The technical issues, combined with the short length and unresolved storylines, make this entry feel rushed and incomplete. Longtime fans of the series might find themselves disheartened, as they may genuinely dislike the narrative choices that diverge from what they loved about the original. While some may find enjoyment in revisiting the world of Life is Strange, for many, this game could feel like a disappointing misstep.

  • Graphics: 78
  • Sound: 90
  • Gameplay: 60
  • Control: 65
  • Story: 65
67
Overall Score
(not an average)

About our grading scale

Review by · October 26, 2024 · 12:00 pm

Back in 2018, my friend got me to watch an anime called That Time I Got Reincarnated as a Slime. While I’m typically not a fan of the isekai genre, I found the first season of Reincarnated as a Slime fairly interesting and distinct from similar anime. The anime (itself based on a light novel series) eschews some of the worst aspects of the genre like harem romances or slavery and focuses more on nation-building and slice-of-life interactions between the characters. Bandai Namco found this a solid foundation for an RPG adaptation, and thus ISEKAI Chronicles was born. Developers Monkeycraft and ZOC took inspiration from some of Bandai Namco’s other RPG series, mixing fast-paced 2D action combat (classic Tales of) and 3D town building (similar to Ni No Kuni II) to deliver a very fitting combination for the source material.

The game begins with the origin story of Rimuru, a man from modern-day Japan who is stabbed in a random attack and dies. He is then reincarnated in a fantasy world as a slime. However, he has the unique personal skill Predator, which allows him to consume other creatures and take on their abilities and attributes. Through this power, Rimuru unites the various races and forms the Jura-Tempest Federation, a nation where all races can coexist as equals. The initial setup is sped through very quickly in the game, and I was glad I was familiar with at least the first season of the anime. If you don’t have any background knowledge of the anime or light novels, the initial events, as portrayed in the game, could be fairly confusing. Rimuru’s awakening in the fantasy world, his friendship and absorption of the dragon Veldora, and his initial battles to unite the goblin and wolf tribes in the forest of Jura all occur within about 20 minutes, mostly told through a mix of in-game cutscenes and short battles that double as tutorials.

After that introductory chapter, the pace of the story is more relaxed, with new storylines and characters unique to the game seamlessly woven into the original storyline of the anime. These new characters and storylines were created by the light novel author, Fuse, and fit the general tone of the story. Since the narrative generally follows the same formula of Rimuru and his allies regularly meeting a new friend or foe, the addition of game-specific allies and enemies didn’t negatively impact the narrative pacing. I appreciate that the developers went the extra mile to ensure the game isn’t solely a retread of plot beats from the anime, and that there is new content here for fans of the source material. The game mostly covers the show’s first two seasons and caps the narrative off with a battle against an original foe. This ensures the game has a satisfying climax without conflicting with the events of later anime seasons, which I thought was a nice touch to expand the universe.

Screenshot of a story scene featuring Kataki.
Kataki is one of the new antagonists created for the game, and his storyline integrates well into the plot.

The game is divided into two main portions: dungeon crawling with action RPG combat and town building. Dungeon exploration and combat take place on a 2D plane, and the combat system is very similar to classic Tales of titles like Tales of Phantasia or Tales of Destiny. You can perform different combos by holding a different direction while using the attack button, and map special skills to directional inputs combined with a face button. The action is fast-paced, and you are graded on each combat encounter based on your combo counter and the amount of damage you deal. A higher grade results in better item and experience rewards, which ensures a simple yet satisfying gameplay loop.

You spend most of the early game playing as Rimuru in his human form, but as more allies join the Jura-Tempest Federation, you unlock a whole host of other characters to add to your party. For example, when the Ogres finally join Rimuru’s cause, you get a whopping six new party members to play around with, each with unique fighting styles and special skills. This steady stream of additional playable characters, plus support characters you can equip to the party for passive stat bonuses and special moves, ensures that the simplistic combat system has enough variety to remain fun throughout the game’s run time.

Screenshot of Rimuru using his special ability in battle.
Rimuru’s powerful special skill in action.

Character progression, on the other hand, is lacking. There is a web of passive skill nodes you can unlock as characters gain experience, but they only provide basic stat bonuses or the occasional modifier, which doesn’t have a significant impact on the gameplay. Character skills are unlocked linearly through story progression, so there isn’t much opportunity to tailor character builds to your play style. Partway through the game, you unlock a training facility that allows characters to gain experience even if they aren’t participating in dungeon runs, so there isn’t any need to commit to a particular party setup either.

Unfortunately, the game mechanics only get shallower and more repetitive from here. The town-building aspect of the game had me initially interested, but the execution leaves much to be desired. Most structures you can build only offer minor passive bonuses for dungeon runs, and these bonuses can’t be stacked with one another. The result is that the actual layout or composition of buildings and facilities doesn’t matter, and there aren’t any additional mechanics tied to managing resources or the well-being of your citizens. Some buildings impact gameplay, such as the aforementioned training facility or the farm that produces resources needed to build additional structures, but ultimately the entire town-building experience feels incredibly simplistic.

Screenshot of That Time I Got Reincarnated as a Slime ISEKAI Chronicles' town-building.
The chibi look of the town and characters is charming and quaint.

ISEKAI Chronicles is further let down by the mind-numbing monotony of its dungeon design. Each dungeon is constructed out of small adjoining rooms, similar to the 2D dungeon layouts in Muramasa or Odin Sphere. However, in those Vanillaware titles, the rooms vary in size and shape and contain verticality and platforming elements, NPCs to interact with, and other environmental details. The dungeons in ISEKAI Chronicles feature none of these elements and are simply empty rectangular rooms with either chests or enemies inside. Every single dungeon in the entire game follows this same structure, differing only in the type of environmental backdrop they use. There are no platforming elements, no puzzles to solve, no NPCs to talk to, nothing but running to the left and occasionally opening a chest and fighting a small group of enemies ad nauseam.

Enemy variety is also woefully lacking, and by the third chapter, you already start to see recolors of the same enemy types you’ve fought before, who do the same animations and have the same attacks. Boss fights, at least, introduce unique enemies and are significantly more complex and difficult than typical fodder encounters. However, even these boss fights are recycled over and over again, sometimes as many as five times throughout the game. For a game that is already relatively light on content, it begins to feel incredibly padded out just to hit an arbitrary 15 to 20-hour length.

I can’t say I fully regret the time I spent with That Time I Got Reincarnated as a Slime ISEKAI Chronicles, but the overall experience wasn’t incredibly memorable either. If you are a huge fan of the anime or light novel series, I think it’s worth checking out, as it’s a faithful adaptation of the source material with some original narrative content and a solid enough gameplay foundation to be fun if you can look past the repetition. For casual fans of the anime such as myself, or those who aren’t familiar with the source material at all, this is an easy skip. If the dungeon designs were less bland and repetitive or the town-building mechanics more impactful and fleshed out, ISEKAI Chronicles could’ve been special. As it stands now, it’s just an average anime-licensed RPG.

  • Graphics: 70
  • Sound: 60
  • Gameplay: 50
  • Control: 50
  • Story: 60
55
Overall Score
(not an average)

About our grading scale

Review by · October 23, 2024 · 4:00 pm

Memories: Off is a renowned visual novel series that debuted in 1999 and has since spawned several games (including main series games and spinoffs), anime OVAs, manga, and other assorted multimedia. I played Memories: Off and Memories: Off 2nd in my avid importing days and appreciate their storylines having more gravitas than your average anime high school love adventure. SINce Memories: Off the Starry Sky is the latest entry in this storied franchise and the first to be localized in English. No prior knowledge of Memories: Off is required to play SINce Memories: Off the Starry Sky, but longtime fans will enjoy subtle callbacks to prior games.

SINce Memories: Off the Starry Sky is a sharp-looking game. Its aesthetic motif utilizes many shades of blue to reflect both the melancholy of the protagonist’s circumstances and the hopefulness of seeing a bright blue sky. The backgrounds are colorful with subtle detail, while crisp and stylish character art is quite appealing, even if some girls have impossibly exaggerated body proportions. The title, menu, interface, and transition screens also look lovely. It’s wonderful when the functional screens have thoughtful visual design complementing the primary gameplay screens.

The crown jewels in this game are Takeshi Abo’s synth-driven compositions. It is no secret that Abo is one of my favorite composers who consistently delivers great soundtracks filled with evocative music. I’m most enamored of his wonderfully composed character themes, and those in SINce Memories: Off the Starry Sky are no exception. My favorite is Chunyu’s theme, which had me literally dancing in my chair every time I heard it. Azusa’s evocative theme music is excellent as well. Each character also has a unique end credits theme for their good endings, making the effort to reach them worthwhile.

SINce Memories: Off the Starry Sky puts you in the shoes of Junya Mizumoto — a university student who works part-time in the family business running an all-purpose store and doing handyman jobs for the community. Junya has a good relationship with his dad Washio and younger sister Misora, but he most idolized his late older brother Takaya, who tragically passed away a year ago in a car crash. Junya still harbors survivor’s guilt from having been in the car with his brother on that fateful day. His pain only worsens when, while out on a job, he encounters a mysterious young girl who angrily blames him for Takaya’s death. Junya’s life gets a lot more complicated because the circumstances surrounding Takaya’s final moments are riddled with more secrets than he ever imagined.

This mystery girl, Azusa, is one of five heroines Junya can pursue storylines with. There’s also the sweet-but-clumsy childhood friend Chihaya and her tsundere best friend Hinata, the energetic new girl in town Chunyu, and the wild card Yuriko (an incognito pop idol). Romance takes a backseat to helping each other through trying circumstances, which is refreshing. Unfortunately, Junya and the heroines are forgettable or off-putting main characters who fail to uplift the heavy premise. My favorite character, Misora’s half-Finnish, half-Japanese best friend Aino, is far more intriguing than any of the heroines, yet is sidelined to mere NPC status. She deserves her own storyline path.

I followed Chunyu’s path first, since I liked her theme music and her storyline seemed like a fun mystery jaunt. However, most of Chunyu’s path abandoned her quest in favor of an all-consuming sidequest starring Yuriko. Chunyu played second fiddle in her own storyline! I’m fine with character stories intertwining, but this was interfering. The intertwining Chihaya/Azusa paths felt more organically connected and featured plot lines with more gravitas. As for Hinata and her path… Moms always say, “If you don’t have something nice to say, don’t say anything at all.”

Since Junya’s pain regarding Takaya’s death is still raw, SINce Memories: Off the Starry Sky uses the unreliable narrator storytelling device to immerse you in Junya’s fragile and discombobulated head space. As a result, narrative progression feels simultaneously choppy and long-winded. Several scenes quickly gloss over necessary details, while others have characters talking a lot but saying nothing of substance. Transitions between scenes are often jarring, especially when a scene quickly says something like, “Five days passed, during which such-and-such happened.” This made me feel like I had missed out on something.

Stiff writing with noticeable technical errors throughout does not help matters any. In addition, several concepts feel lost in translation and others are entirely mistranslated. For example, an idol group called “Pulsate” is written as “Palsate.” Slipshod localization efforts like this might have passed muster 25–30 years ago, but are unacceptable now.

SINce Memories: Off the Starry Sky is best played using a mouse and keyboard, but plays smoothly enough with a gamepad. The gameplay itself is typical visual novel gameplay; you read text and look at pretty pictures until a decision juncture pops up, following whatever outcome that decision leads to.

I like how this game handles those decisions. In most romantic visual novels, what you say determines your progression. In SINce Memories: Off the Starry Sky, it’s more about how you say it. For instance, many dialogue choices result in Junya saying variations of the same sentiment, but the results differ based on whether he expresses it bluntly or tactfully. Most decisions influence whether you get the path’s normal or good ending, though some quickly lead to bad ends. There are no in-game flowcharts, character dossiers, or lore glossaries, so you’re figuring things out on your own.

It pains me to say this, but SINce Memories: Off the Starry Sky is a subpar Memories: Off game and a mediocre-at-best visual novel. Visual novels live and die by their storylines and characters, which fall flat here. Lovely graphics and Takeshi Abo’s stellar music are not enough to save SINce Memories: Off the Starry Sky from being one of 2024’s biggest disappointments.

  • Graphics: 86
  • Sound: 90
  • Gameplay: 70
  • Control: 85
  • Story: 55
66
Overall Score
(not an average)

About our grading scale