Lucas White
2024 has been a year so full of RPGs I can’t begin to imagine ever being able to finish all of them. Coming across Harold Halibut in the middle of so many massive, complicated adventures was a breath of fresh air. Just being able to slow down, soak in all the impressive minutia of a world built entirely by hand in an art studio, and wonder about what it was like to construct and digitize, felt like a release. I was able to let go a bit of having control over every piece of a game, and still have a story in front of me that was thoughtful and engaging enough to sit with me well after the credits rolled. Even the parts that felt rough around the edges were refreshing, as they enhanced the very human feelings that are so clearly front and center here. Harold Halibut is the kind of game I discovered by accident, but one I’m grateful to have come across in that way.
This is a game that wants you to tinker and fail, before you “get it”. It’s also a game explicitly designed to be different every time you pick it up. With its disregard for convention and disinterest in “quality of life” guidelines, you could have a rough start. But there’s so much going on under the hood, so much charm in its presentation and fearlessness in its design, it’s easy to recommend even to folks who might be looking at me like a weirdo right now. SaGa Emerald Beyond comes with caveats like any other JRPG that isn’t the usual Final Fantasy or Persona blockbuster, but those caveats are in service of an experience you won’t find anywhere else.
Despite the snags I’ve mentioned, I’m still thinking about Read Only Memories: Neurodiver well after I finished the story. It’s such a pitch-perfect execution on its premise, mixing the worlds of modern cyberpunk with ancient PC technology and western anime fandom. I had a blast spending several hours with these characters and the world they inhabit, and would gladly have spent several hours more. A little more narrative depth and some puzzle guardrails and we’d have a true all-timer on our hands. But as it is, Neurodiver still stands out as a dope slice of niche gaming in a month stupidly crowded with that kind of thing.
They simply don’t make games like this anymore, for the most part. To be fair Monkey Island totally came back, and there was an… attempt at a new Sam & Max game (in VR form, which went as well as it sounds). But adventure games in the pre-Walking Dead Telltale style, the sort of zombified fusion of LucasArts’s classic SCUMM system with modern (at the time) PC game conventions are long gone. Skunkape Games’ remasters of all three Sam & Max seasons are the best ways to go back and experience a point in history that still doesn’t feel real sometimes. This is technically a review for The Devil’s Playhouse, but I can’t insist strongly enough how crucial it is to play all three games and take them in as not just a whole work, but a moment in time that won’t easily be replaced. Snag Hit the Road too while you’re at it; it’s only like six bucks on Steam. Long live the Freelance Police!
The bottom line is that Fate/Stay Night is a keystone work in a genre that’s never been more popular on our side of the globe. For decades, it seemed like this historically important (and good as heck by itself anyway) visual novel would never be readily available and professionally localized like this. Anyone with an interest in anime, gaming, and alternative forms of digital storytelling owes it to themselves to check this story out. It’s one of the all-time greats, and if you do take the time (and it does take a lot of time), you’ll easily understand why Fate is such a big deal nowadays. And if this is your first time, welcome to one of the most absurd, yet rewarding rabbit holes you can dive into.
As one of games media’s self-described SaGa Sickos, I had one question on my mind coming into Romancing SaGa 2: Revenge of the Seven. Could a SaGa be rebuilt, explicitly for approachability, and still feel like SaGa? Or would sanding it down and making it friendlier turn it into a less daring and bold RPG that’s harder to distinguish from Final Fantasy or Dragon Quest? While some parts did have me feeling a little curmudgeonly, at the end of the day the answer is yes. Romancing SaGa 2’s remake is a fulfilling journey, giving fans of the original plenty to sink their teeth into, while simultaneously offering something that’s a lot more palatable for curious parties to finally set their fears aside and try something new. If it clicks, though, I implore you to dive into the deep end afterwards. Don't sleep on SaGa!
If you’ve read the biographical comic book from Box Brown, watched YouTube documentaries or the recent movie and think you’ve seen the best parts of the Tetris story, turns out there was plenty of compelling ground left to cover. Tetris Forever tells a complete story, from the origins to the current Tetris Company, 40 years later. The new interview footage, filmic editing, curated game placement, and supplemental materials are arranged with tremendous skill and care. I can’t gush enough about how Tetris Forever takes the concept and structure of Gold Master and nails it, showing that weaving the “museum” content and gameplay together to tell a singular story leads to something that’s fun and intellectually gratifying at the same time.
I admit, as fun as it looked with its shiny, new coat of paint and new features to play with, I approached Dragon Quest 3 HD-2D Remake with some cynicism. How couldn’t I with a title like that? Seriously, it sounds more like I bought a used car than played a video game. But the charm and timelessness of Dragon Quest 3 will shine through anything, and having it on a big screen and operating like a modern game was admittedly exciting. For all the bells, whistles, and flourishes, this is still the classic adventure that inspired millions of players over thirty years ago. A polish job like this just makes it shine brighter.
Blade Chimera is short, sweet, and simple. It’s also visually enthralling and just… really dang cool. It’s the perfect kind of game to run into in January 2025, especially after so much of my time up until now has been eaten by multiple dozen-hour RPGs.
It challenges you with harsh conditions and constant dread while telling you a story about what work does to a body, practically forcing you to reflect on your own history. It doesn’t reward you with hope or simple optimism, but it does offer validation. In this case, that might be better.
When I saw that Coulombe was involved in the cult classic, Barkley, Shut Up and Jam: Gaiden, I knew I was in for a ride simply by association. But I wasn’t fully prepared for the depths of creative madness I was gazing into with Look Outside.
Short, sweet, and smart, Teenage Mutant Ninja Turtles: Tactical Takedown took me by surprise. It’s not just about how much I enjoyed it, but how intelligently Strange Scaffold came up with a gimmick that sounds bizarre on paper, but absolutely nailed it in practice.
I have my issues with Dragon Quest XI: Echoes of an Elusive Age. It's a bit clunky when it tries to pretend it's cool like other video games. I wish I had vocations instead of skill points to play with, and it would be nice if I could get from point A to B a bit faster, or have more to do along the way. But at the same time, I found myself engrossed in the usual grind I've come to love over the years, the silly and fantastical creatures from my favorite artist, and the storytelling that met and even rattled my expectations. There's even a neat little crafting system I didn't have room to mention, secrets to find, and of course hours and hours of post-game content. If you want to go on an adventure, and I mean a real adventure that tugs on your heartstrings, makes you smile, and yells puns at you constantly, do not sleep on Dragon Quest XI.
It was tragic to see something as great as Tempest fall into obscurity, only to have the spiritual successor taken away before it could really make its mark. As weird and whiplash-y as it is, it's just as great to see the same developer get to make a comeback and do an officially branded sequel. It feels like a dream come true, and I can't imagine how exciting this is for the folks at Llamasoft. Sure, it could have benefited from some more bells and whistles, but Tempest 4000 is the real deal, a new version of a remarkable arcade classic that isn't spoken of nearly as much as it deserves today. It doesn't feel cheap or old; it's pure game design boosted by badass music and a distinct visual style that settles comfortably into high definition. If we continue to get stuff like this from the new Atari, then sign me up.
Warriors Orochi 4 is the latest in a long line of Musou brawlers, a new entry in its own sub-series that assumes your fandom already as a multi-series crossover. Despite its roots in historical fiction, Warriors Orochi 4 allows itself to dip into over the top, supernatural territory, using mythology as an excuse to put real-life generals and warlords into even more bizarre combat situations. Bringing the likes of Zeus and Ares into the mix only makes things more fantastical, and the combat mechanics are bumped up to scale. The ceiling on combat potential has been shattered here, and using the new tools at players' disposal can allow them to more or less combo indefinitely to their hearts' content. While the breezy, fast and simple style of Musou isn't for everybody, fans will undoubtedly have a blast pushing this one to its breaking point, should one even exist. Warriors Orochi 4 is an easy highlight in a series that has consistently improved (Dynasty Warriors 9 being an exception) over the past few years.
Final Fantasy XIV: A Realm Reborn is a pretty cool game. Final Fantasy XIV: Shadowbringers is an awesome extension of it, adding features that further distills the game's core appeal and adds an entire new game of shockingly excellent storytelling in terms of scale and quality. I don't really know what happens between those two points yet, and I have a long road of Final Fantasy XIV ahead of me yet. But after my experiences so far in learning the game, experiencing its latest expansion, and seeing just how much I have left to see and do, well, I'm in it for the long haul.
As the third game in a set of direct sequels, tied into several other games set in the same world and timeline, it’s simply amazing those creative juices are still flowing and coherent. It’ll be over soon, but jeez, hell of a run.
Streets of Rage 4 is unmistakably a sequel to this classic franchise; the developers understood what made the originals so great, and expanded upon them in ways that make sense. The most lovably crafted and well-designed brawler in ages.
Despite being a port of a 2002 GameCube game, Mr. Driller DrillLand feels, looks, and hangs with games as they are today. There are tons of depth to the core game, but add a ton of built-in variants that really change your approach and you've got an exemplary entry. The new difficulty setting is a great touch, too.
Even with my figurative shrug at World Tour mode, it’s easy to see Street Fighter 6 as an achievement for Capcom. There was so much up and down with Street Fighter 5 that sucked the joy out of having a new one, and really only people who showed up years later got the full package. The esports vibe was an understandable experiment, but not one that fully landed. Street Fighter 6 on the other hand is like smashing open a pinata. It’s bursting with energy, style and content in a way very few fighting games have ever managed, even ones praised for single-player offerings. It not only feels like there’s something for everyone here, but it feels like there’s a genuine foundation for a community to grow and thrive. And I definitely plan to stick around and see how that shakes out.