M. Hasan
Tormentum II doesn’t need to reinvent the wheel, but it doesn’t have to. It knows exactly what made the original memorable and builds on those strengths with confidence. If you’re into atmospheric adventures, psychological horror, and gorgeous, yet unnerving, art direction, there’s probably a lot to love here. Sometimes a sequel doesn’t need to be bigger or louder. It only needs to remind players why they fell in love with its weird world in the first place.
Terrinoth: Heroes of Descent doesn’t try to chase realism, but rather embraces a bright fantasy art style, and it works surprisingly well. They’re all different, from old ruins and verdant forests to dark castles and underground crypts. Each has a unique personality.
Clockwork Ambrosia mixes classic Metroidvania exploration with one of the most ambitious weapon customization systems the genre has seen in years. It’s messy, creative, addictive, and occasionally frustrating, but it never feels boring. While pacing issues and repetitive rewards hold it back from true greatness, there’s still a lot here for fans of deep experimentation and fast-paced combat.
Causal Loop genuinely feels like it is trying something different. And honestly, how often does a puzzle game leave players wondering whether they solved the puzzle… or became part of it?
Vampire Crawlers is a risky attempt that mostly works out in the end. It rethinks a formula designed to be simple through a more strategic lens. The result is a game that is easy to get into but also surprisingly deep, with the same "just one more run" pull but in a very different way.
Baladins knows what it wants to be: a digital tale you can read over and over again. It lets you try new things, laugh at strange quest results, and slowly figure out a mystery that keeps looping around. Are you ready for one more roll of the dice, or will you accept the reset, gather your trust tokens, and finally trick the dragon?
Crisol looks like it is covered in atmosphere. The streets are wet from the rain, and there are gothic churches, spooky caves, and baroque buildings all around. The way the lights are set up is especially good. Without using cheap jump scares, flickering shadows, and dark halls, people feel more stressed out on their own. The island, however, feels lived in. Small things in the environment, like posters about bullfights and history, show that you care about and understand other cultures.