Matt Sainsbury
Boiled down, there’s almost none of Bloober Team that is actually in this game, and yet Bloober Team’s poured everything they had into it. That is nothing short of total reverence to a masterpiece.
In just about every way, Reynatis is a game that tries to reach well beyond what the team was perhaps capable of achieving. Which raises an interesting question: What to score it? I, personally would rather play something like this than the 99 per cent of games out there that copy off the “best practices” template of what has come before. Of course they’re more refined then Reynatis! But they’re just iterating on what already worked. Reynatis is a wild, chaotic mess that frequently loses sight of itself, but that’s the consequence of reaching for something different. Sometimes when people try this the ideas just don’t pan out as hoped. Reynatis is still very playable and the core gameplay is genuinely enjoyable. It might consistently fail to meet its lofty ambitions, but at least it tries, and as a work of art there is value in exploring what it does try to do.
The long and short of it is that Worms Armageddon is a classic, both within the Worms series and multiplayer gaming in general. While today it might seem a little barebones in terms of content, and the online multiplayer features are far too limited for a game that relies entirely on the multiplayer experience, as far as the playability goes it’s still off the charts, and one of the best games you can treat yourself to.
The Legend of Zelda: Echoes of Wisdom is the perfect Legend of Zelda game. Where Breath of the Wild and Tears of the Kingdom took the series in new directions, to the point that they’re barely related to what came before them, Zelda’s first outing as a protagonist feels like it fits seamlessly in with the traditions of Ocarina of Time, Link’s Awaking and Link to the Past. Not only that, but Nintendo has built a gameplay system that is more whimsical and creative than any of those previous titles, making this a more complete and fully realised vision of what the series has always wanted to be. I desperately hope that this wasn’t just a one-off experiment, and The Legend of Link is here to stay.
Antstream has won awards like “Heritage in Games” at the TIGA awards, and that best describes the quality of this platform. It’s a preservation library that gives players to play things that they would simply never come across, much less find a way to play. It might not be the “greatest hits” platform, yes, but if spending an afternoon wading through a library of obscure titles and trying things that alternate between happy discovery and dismal waste of time sounds like fun, then Antstream is probably something you’ll enjoy.
Tsunako’s art is, as always, gorgeous. The game’s a joy to play and hard to put down. It introduces some new (great) characters to the fiction while also giving me more time with Tohka.
What is undeniable is that Astro Bot is worth every second you put into it.
Castlevania Dominus Collection may well represent the last hurrah for a once powerful name in video games, but at least it reminds us of just how good this series could be.
Space Marine 2 is a game that will appeal to just about anyone who likes action games. This thing is fast, very furious, and intense. It doesn’t give you long to breathe between throwing more hordes at you, and thanks to that single-minded ferocity, in both single-player and multiplayer it’s a hoot. I don’t think it does a particularly great job of capturing the spirit and intent of the tabletop game and lore, but then again, whenever I was playing I was also having too much fun to care.
The problem with Kairosoft games is that they’re inevitably good fun and even compulsive for a while. Once you sit down to one fresh you’re inevitably going to get hooked for a while, be that a few days or a few weeks. But soon after you’ll put it down and completely forget about it. You’ll come across it at random a few years later and then get very briefly hooked again, but again you’ll soon get tired of it. Kairosoft games are pure consumption, no meat, and while they’re fun – and this game is fun too (I hate coming across as overly critical of Kairosoft!) they are junk, and Doraemon deserved better.
As far as independent visual novels go, Celestia: Chain of Fate lands in that growing middle tier of visual novel. Sure it might not have the production values of an Otomate production, or even last week’s Famicom Detective Club by Nintendo. As with all genre’s there’s an A-tier, and Celestia isn’t quite there. Yet it punches far above the typical “indie” visual novel, too, thanks to its absolutely gorgeous art, the complexity of the branching narrative, and… well, the kind of writing that does make you want to see the inevitable CG when the very pretty girl and very, very pretty boys start smooshing lips and bodies together. Celestia is a very believable bit of fantasy romance, which is the point, and it’s one VN fans shouldn’t overlook, despite 2024 being quite a year for the genre.
It’s a bigger game than I was expecting. At around 50-60 hours at a reasonable pace, working through everything, it’s by far the largest Mana game ever produced. The fact that it doesn’t stop being a highly playable joy from the start right through to the end should be a good indication of just how beloved this one is set to become – it may even just unseat Secret of Mana itself. Visions of Mana might not be quite so genre-refining as that classic, but otherwise, this is the perfect representation of what Mana has always meant to represent.
To say anything else about Emio would be doing you all a disservice, as it’s a winding, twisting mystery that is best enjoyed unspoiled. If you did play the remakes of the first two Famicom Detective Club titles then you’ll get more of the same here, just with modern standards of writing. That alone makes it a much stronger experience, because the narrative in this thing is incredible.
Putting that aside, Bakeru is a warm, delightful thing and one of the best non-Nintendo platformers that I’ve ever played. Admittedly I’m partial to it given that I love roaming Japan for all its little regional quirks and specialties, and I loved discovering the developer’s interpretations of them here, but even if you’re not attuned to the game’s cultural resonance, its relentless joy will surely prove infectious.
That data is out there and I am entirely confident that Big Ant could develop this capability, given how well they’ve done every other part of the sport of Tennis with Tiebreak. None of this is even a criticism of Tiebreak, since none of the other tennis games have been any better at it. In every key battleground that there is, Tiebreak comes out firmly on top. My hope to see it have a little more on-court personality and make each of those characters a memorable match is really just a wishlist item for the future.
I admire a game that is willing to take a risk, and certainly trolling the people who believe that games should be mindless content that doesn’t challenge their intelligence with a “political idea,” is a creative risk I can admire. But beyond the initial amusement that I took from knowing that somewhere out there someone is absolutely fuming about this game on a forum or in a tweet, there’s actually very little intelligence in Dustborn. It’s also an experience that is so culturally specific that it probably shouldn’t have been a global release.
The original White Day is one of my favourite horror games. It’s clumsy and clunky, but it had the right energy and really had a lot of creative ideas going for it. I am disappointed that White Day 2 is relatively unambitious and struggles to have its own identity. It’s still an awful lot of fun and I much prefer it to the big action “horror” games that want to be action shooters with ugly monsters. While I found White Day 2 to be an admirable commitment to a more classical form of horror, I was just hoping for something with a little more impact behind it.
The Crush House, meanwhile, is bright and fruity, and the sinister element that is meant to carry the subversion seems to be something more akin to something like “tee hee, we know this is a bit problematic, but we sure love reality TV anyway.” It makes sense that this is where the developers would land. We all know that reality TV should be critiqued even as we all have at least one example of it that we can’t help but watch. The developers have also made a genuinely entertaining game out of it. It would be ridiculous to criticise candy for being good at being candy. I think I’m just surprised that it didn’t have more substance because it seemed like it had all the potential in the world to be a grand dessert.
It’s amazing that a visual novel of the prestige and impact of Fate/Stay Night would be released almost without fanfare, but that’s what’s happened with this. I’m not sure we were even made aware of its impending release until a day or two before it landed. It’s the latest chapter in a game that has a long history of being a massively influential success despite the best efforts of everyone managing it. And I would argue that this tells you more about its raw quality than anything else.
I don’t have much else to say about Hakuoki on the Switch that I didn’t say in my review of the game all the way back on the PlayStation 3. It was wonderful then, it remains wonderful now, and thanks to the quality of the OLED screen the all-important art feels like it’s getting better with age. Hakuoki is like a fine wine and will forever remain worthwhile, no matter how many times it gets bundled up for a re-release.