Destructoid
HomepageDestructoid's Reviews
Crow Country doesn’t exactly rewrite the playbook for survival horror. It leans pretty heavily on those that came before it. However, what it builds on top of the foundation is extraordinarily impressive. This is easily one of the best horror games I’ve played, and it doesn’t even seem like it’s trying that hard. It maybe lacks some of the more psychological themes that have made others stick firmly in my memory, but the playfulness and confidence of Crow Country more than make up for that. It’s definitely worth a visit.
Every looped night, every sleek new combination and build I put together, every narrow victory over a tough boss, even every tree slammed into a wailer for a terrain kill, feels fantastic. And sure, you could wait it out just to get the whole package. But what’s here now in the Early Access of Hades 2 is one of the best games I’ve played so far this year, and so far, it seems like it will only get better as the months go on. Killing Time has rarely been quite so enjoyable as it is in Hades 2.
I have no doubt that this is going to be — and in many cases likely already is — a runaway 2024 favorite for many. It didn’t quite land there for me, personally, but I won’t soon forget the satisfaction of a deft parry and the shrieks of those who sacrificed themselves throughout Christian’s harrowing journey. Hell, I may even dive back in and see how it holds up to a return trip, just not anytime too soon; the wounds are still fresh.
Overall, Stellar Blade is a journey worth experiencing. I feel like with some improvements in certain areas, Stellar Blade could be a legendary landmark experience like those it clearly draws inspiration from. But even in its current form, Stellar Blade offers a fast-paced action combat system in a unique world with a rewarding narrative. It's not quite stellar, but it's certainly solid. Solid Blade.
But regardless of what caused the project to get derailed, it still means that Phantom Fury is a disappointing result. It’s a mash of ‘00s FPS cliches without reprieve. I spent most of its runtime wishing it was over. Or, at least, wishing it was what it promised to be. Its overall blandness has done the impossible and made me appreciate Duke Nukem Forever just a little bit more.
I believe it will help anyone who plays it understand themselves more, especially if they feel the darkness life can throw at them has changed them somehow. It’s a beautiful game, an essential game, and the groundwork for what I hope becomes a franchise that takes those things in life some of us have been taught to bottle up and presents them front and center.
Life Eater feels like an experiment that neither fizzled nor exploded. All the parts are there, but they don’t fit together quite right. Something is missing, and before that something was located, it was released into the wild as-is. Because it can’t find its effectiveness, the central concept that should be so compelling and disturbing is just kind of fluffy. If an apathetic detachment from ritual sacrifice was what Life Eater was aiming for, then it nailed it. Unfortunately.
Solid and definitely has an audience. There could be some hard-to-ignore faults, but the experience is fun.
What I mainly took away from Yellow Taxi Goes Vroom is that its creators had a lot of fun crafting it. There’s a lot of love poured into it, and it shows in all the small ways it goes the unnecessary extra mile. It’s surprisingly polished, even if there is the odd frustrating moment of fighting with the physics. It just feels like a complete, uncompromised package that succeeds in what it sets out to do.
Death Noodle Delivery is sympathetic, but it has no answers for you. It may remind you that you’re not alone in your struggles, but rarely have I found that sentiment to be helpful. Instead, we can only be like Jimmy and hope that by continuing to put one foot in front of the other, we’ll eventually get somewhere better. At least there are noodles to comfort us in the meantime.
A calm, cozy experience you can really immerse yourself in for a few hours while shutting out the world and enjoying somewhere somewhat strange yet utterly comforting.
I was pleasantly surprised by Princess Peach: Showtime, and the aforementioned unpredictability is a huge reason why it will likely remain in my permanent rotation of Mario games going forward. I’d love to see Nintendo give more mascots a showcase like this, with a similar go-for-broke variety format. Keep ’em coming!
Even though I have plenty of Dragon’s Dogma 2 to experience, I’m already incredibly immersed in the journey. If you’ve played the original, you know exactly what you’re getting here. If you haven’t—why haven’t you?!—you can expect a massive living open-world RPG with rewarding combat and an intriguing storyline. It’s not a seamless experience, but in my 40 hours of play it’s certainly been a worthwhile one.
The Making of Karateka feels like it was told by someone who really loves video games, whereas Llamasoft: The Jeff Minter Story feels more like it was told by someone who loves Jeff Minter. It’s more interested in showing the man and less about telling his story. Instead, Llamasoft: The Jeff Minter Story just feels like an organized box of stuff. It’s a pretty great box of stuff, but it should have been more than that.
Final Fantasy 7 Rebirth somehow manages to spin multiple plates without smashing any of them. It’s over-the-top serious when it wants to be, and it’s utterly absurd in the next moment. Great Final Fantasy games have always managed to walk this line, and it’s a testament to how the brand has stayed relevant for decades on end.
There’s a lot here that feels great, but it’s the inconsistency that lets it down. All those great moments are padded by a framework that doesn’t do them enough justice. Too much emphasis on scrounging, an unfocused narrative, and a generally poor feeling of momentum and progression. I’m still certain that there are some who will be able to overlook the game’s flaws and latch onto its unique charm. However, I think just as many people are going to bounce right off it. Either way, it isn’t a comfortable ride.
Kill the Justice League is the epitome of, “it gets good X hours in.” It’ll suck at first, then it’ll show you it’s capable of at least some moments of awesomeness. Fans of the DC universe may find a little more value in it, especially if you value narrative over gameplay, but Rocksteady’s latest is simply okay – nothing more or less.
Arzette: The Jewel of Faramore is such an unjudgmental love letter to Link: The Faces of Evil and Zelda: The Wand of Gamelon. It’s a reminder that whether or not a game is good or bad isn’t the whole store. It’s more complex than that. The internet found legitimate entertainment in the CD-i Zelda games, and rather than write them off as ridiculous, Seedy Eye dug in and asked why. It found what was so compelling about those astounding failures and applied those lessons in a thoughtful and deliberate way. The result transcends its influences and takes on a life of its own.
I could see myself blasting through levels of Mario vs. Donkey Kong while waiting for a flight at the airport, or on the train to work, and that’s the best-case scenario for this package, brimming with bite-sized platforming challenges. It may not contain all the spectacle of others, but there’s enough precise jumping and quick calculations here to satisfy the more hardcore, goal-oriented, score-chasing Mario players around.
However, Cannibal Abduction is solid for what it is. It’s to the point where I might recommend it to any newcomers. If you want to introduce someone to slasher horror games, it’s a comfortable entry point that might not immediately scare them away. For any longtime fans of the indie scene, however, it might feel a bit too familiar. Nonetheless, it’s still an enjoyable morsel that, at the very least, justifies its price tag.