Gary Wilson
I loved my time with Star Wars Zero Company and will be going back for another playthrough very soon. Between the flexibility offered by the combat, the Operations not taken, and the lives lost (we miss you, Druw), Zero Company invites players back for hours and hours. Fans of the tactics genre will find a love letter to everything that makes them special. I would also recommend Zero Company to anyone who wants to be introduced to tactics games, as its beginner-friendly tutorial is very robust. Fans of Star Wars, meanwhile, will find a fantastic narrative with appropriate stakes in the universe that stands alone as just a good damn story. As for me, I am just a fan of Zero Company.
After several hours with Slayblade, I’m not entirely sure what to make of it. Lovingly crafted, with electric music and killer designs, Slayblade works well toward its goals: a simple roguelite built around whipping tops at other tops. But the lack of full explanation for its mechanics, frustrating difficulty, and minimal graphical options make Slayblade an experience that’s hard to recommend. Slayblade opens with a fake Nintendo Wii caution screen and fake DS start screen, harking back to those Nintendo consoles. And every time, I found myself wondering: Would Slayblade be a more enjoyable experience if it were launched on those consoles? There is joy and fun to be found in the pixelated city, and for $6, you can do a lot worse. But perhaps that fun’s not meant for a long time.
Replaced fits its narrative in many ways. The story and visuals are incredible, among some of the best I have seen. The combat tries too many things, but does get credit for trying. The characters feel alive, with history baked into their every interaction. And Reach is a superb main character, a childlike AI forced to be a different type of tool in search of what their purpose is. Replaced has its flaws, especially during combat. But I don’t think those flaws stack up enough to detract from the things it does with a master’s touch. Replaced reaches for the stars, but only ends up hitting the moon. And that’s still pretty good.
If you can look past the technical struggles of Aether & Iron, you will find a gripping narrative fueled by colorful characters and an equally colorful world. Gia’s journey to find who she wants to be, and what she wants to do, gripped me from start to finish. The side characters are lovely and diverse, representing different walks of life throughout New York. The combat is fun and interactive, even if surprisingly difficult in moments. In the end, Aether & Iron is an experience worth having. Just know that nothing and no one is flawless in New York City.
Overall, I did enjoy my time with Demonschool. Its vibrant cast of characters and fun take on the Killing School Life genre helped elevate the journey, but the needless amount of combat, lack of meaningful variety or rewards, and bugs soured the experience somewhat. While Demonschool is a worthy addition to the genre, I am more excited to see what comes next.
PowerWash Simulator 2 probably doesn’t need to exist. FuturLab could have released DLC packs for the original PowerWash Simulator and players would have been fairly happy. But the small additions, system changes, and overall size of the game do justify the sequel existing. While the changes probably aren’t enough to allure someone who wasn’t already interested in power washing, players who do Want More Water will be thrilled with what is inside.
“Time Flies is a little adventure about our limited time in this world,” claims Playables, but Time Flies is much more than that. It is a mirror held up to our own experiences, about how the choices we make influence our time. While we can make lists and plans, sometimes we just run out of time due to factors outside our control. Sometimes it’s better just to learn a little, finish a little, and then spin on a record for a while. Enjoy the last little bits of time we have with each other while the seconds tick down. Or we can snort drugs in a museum and party for no reason other than to party. Whatever passes the seconds.
Finding Frankie is not a perfect package, with some genuine execution whiffs. The story is just sort of there, the implications are relatively shallow, and the gameplay loop is repetitive. Taken as just a horror game, Finding Frankie would probably rub folks the wrong way. But as an exhilarating parkour game, with genuine tension as your pursuer gets right behind you, it’s a blast.
Dead Letter Dept. definitely shows some cracks. Visuals can get muddy, some of the lighting choices don't work, and, in more intense moments, it can be very easy to get lost. But in looking past the small hiccups, you can find a simple but evocative game with a lot of variety. While we weren’t always certain what choices determined what endings, we ended our time excited to dive back in. This is a labor of love from someone willing to escape the doldrums of corporate number-punching.
The Lost Crown isn't a perfect game. Quests can be buggy, graphical errors pop up now and then, and you may find yourself fighting to jump in the right direction. Overall, however, it's a magnificent package that's well worth your time. Sargon’s journey was a joy to experience, and I will long remember the elation from nailing a hard puzzle. What could have been a simple odd project from Ubisoft is instead both a love letter to a beloved genre and a wonderful next step for Prince of Persia. My only hope is that you can love the exploration and journey as much as I did.