Matt Sainsbury
The Forsaken Maiden is not really a sequel or successor to the first Voice of Cards. There's no effort to build on the previous game. Instead, The Forsaken Maiden exists in parallel to the first Voice of Cards, as another module to sit on the virtual bookshelf of adventures. I only hope that Square Enix is being rewarded for these and the plan is to fill many shelves with many more parallel modules like this. I will forever find the time to more Voice of Cards if it's going to keep being like this.
Monark is a smart game. It knows it, and it wants you to know it too. Some may well find that it's even pretentious. But it’s also in so many ways a boundary-pushing and innovative experience, and one that I imagine will be unique for a very long time to come. Putting aside the disappointment that comes from realising that it could have attacked with its themes more, I don’t think there is any other way that the creative team could have delivered on a more coherent and compelling vision and, really, it is experiences like Monark that keep me interested in this medium. Don’t let this one pass you by, folks.
Challenging, rewarding, gorgeous and culturally authentic, GetsuFumaDen is one of the most enjoyable roguelikes I’ve played. Mechanically it doesn’t do much to challenge or reinvent the formula, but it streamlines it beautifully. Meanwhile, it offers a vivid and detailed, classical take on Japanese art styles and the Hyakki Yagyō storytelling tradition. As a starting point for learning more about both these things, you couldn’t ask for something more inspired.
I'm not the world's biggest fan of platformers, but I very much warmed to Grapple Dog. The thought and passion that went into every element of the experience is explicit, and it's hard not to fall for its wiles and charms. I do think the developers lost sight a little of how they wanted people to play this game, as the speedrunning quality of the movement system does feel at odds with the way the game also asks you to carefully explore levels, but that's really splitting hairs here. Grapple Dog is a bold, confident, and often inspired take on a genre that is as oversaturated as they come.
Slightly more cerebral while also filled with the fast action that the series is known for, Dynasty Warriors 9 Empires sits neatly as a midway point between the action of the "proper" Dynasty Warriors and the strategy of the Romance of the Three Kingdoms series. There probably isn't all that much of an audience for this, but for fans that were disappointed with the open world experiment of Dynasty Warriors 9, Empires here will be redemption, and for those who have never let their enthusiasm for the series be dampened, this is an excellent opportunity to marry Sun Shangxiang and make many beautiful babies... or perhaps to unite China. Whatever your preference is, really.
It builds on the success of the first game in a way that I am quite certain that those who loved Aloy and her first quest will find even more to love about this one.
I just did not care enough about anything that I was seeing or doing to enjoy Edge of Eternity. The narrative lacks thought and insight, the characters are bland, and each new location simply means more fetch quests and slightly higher level enemies to go through the motions to fight. Edge of Eternity is undoubtedly beautiful and the art team deserves kudos, but it is a hollow, empty, and shallow kind of beauty, and with no intelligence nor soul to back it up, the talents of the artists are largely wasted on this one.
The Hundred Year Kingdom is the most rare and precious of things: it's a smart, engaging, and thoughtful game, but also one that is highly accessible, playable, and respects the player's time. It is clearly a solo project, but it's also weird how a solo developer has managed to figure out how to do that when so many developers 1,000x their size remain committed to wasting our lives on their content.
There’s a place for this kind of game, though, and thanks to the great sense of humour, Maglam Lord remains a delight from start right through to its end. It’s a kind of comfort food that operates within the expectations of the genre, and so, while someone who is not familiar with JRPGs will find it all confounding, if you do appreciate the nuances and of the genre it’s going to entertain you a great deal.
Historical fiction is a quick way to my heart, and while, if I were inclined to make a historical fiction game set in ancient Rome myself, I would probably go with some kind of retelling of Caligula’s story (note: I swear it’s so much more interesting than the popular stories would have you believe), I found this to be interesting and engaging experience on every level. The tactical action is challenging and deep, the management side of things is robust, and the story that it weaves will keep you invested, even 40 or more hours into it. This is an early game of the year contender.
Every time I think I'm losing interest in Pokémon, Game Freak does something to reinvigorate me. The Pokémon Pearl and Diamond remakes last year were fine, though I ended up spending more time just playing the original Pokémon Pearl again. I needed something like Arceus, I think, to get me to once again drop dozens of hours into a single game. This is a brave, bold game into new frontiers for Game Freak, and it confidently promises a new and revitalised future for the series.
I'm sadly torn on Gomoku. I love that we have a serious take on a great game on Nintendo Switch, but the lack of online play defies all logic. If you've been dying to learn Gomoku, then this will get you going (aside from the missing application of a critical rule). Otherwise, though, anyone interested enough in Gomoku to consider a video game adaptation surely has a board of their own for local play, and the game's utility as a training tool is hindered by how few opportunities most of us will ever have to want to play the game seriously enough to train. The application itself is presented lovingly, but I just don't see the audience here.
There might not be much of Hatsune Miku herself in Connecting Puzzle Tamagotori, but I can't see how a Miku fan would be disappointed by this game. It's warm, creative, bright and charming. It might not be the most challenging puzzle game you've ever played, but I doubt you've played a happier one.
The adventure does ultimately end up being a worthwhile one, with interesting characters, an incredible art style, and great music. But if there were more to the gameplay, the game – and its world – could have offered so much more.
If 2022 is going to be the year where I end up slamming dozens of games for being written like amateurish fan fiction, so be it. YA-style writing might sell well, but to be perfectly blunt about this it's good writing in only the most exceedingly rare cases. For narrative-heavy genres, like RPGs, the tonal dissonance that YA writing forces into to work to make it read and sound "modern" even if it's set in a world of swords and sorcery, is unacceptable. I could have and should have liked Reverie Tactics. In practice, I found it infuriating. Developers: please stop pitching your work at this level.
If you do like Space Harrier and similar, and you're familiar enough with the Neptunia series to know the characters and enemies without needing to have them introduced to you, then Top Nep is a short burst of nostalgic-themed fun. It's also a decent game to introduce people to the genre, thanks to the modest difficulty option, while eventually scaling to something more challenging to give the genre faithful something to sink their teeth into. I have very few issues with Top Nep as an arcade action throwback. My issue is that, as a Neptunia fan, the less-than-lip service paid to the property left the overall experience feeling humourless and soulless. For all the faults and missteps of Neptunia over the years that is something I never thought I would be saying about a game in the series.
I don’t have strong feelings for Eternal Radiance. It’s got no egregious flaws, and boasts a lengthy quest and a combat loop sure to keep players satisfied. As a bare-bones, back-to-basics look at the action-JRPG, it’s fine. It’s just that on the Switch there are so many available games that take a more interesting look at the JRPG formula, whether it has to do with narrative or gameplay or visual aesthetic, and that makes Eternal Radiance seem woefully bland by comparison. Reading the situation generously, it does feel like the game’s simplicity comes down to the developer’s affection of JRPG tropes, rather than a lack of creativity or ambition. But it's still a quality that holds the overall experience back. The finished product is fine, and quite nice to look at, but it is something that makes me want to play something else instead.
Aside from being an imperfect port, Concordia is an excellent digital board game for Eurogame veterans. That's a fairly small niche on Switch and I do think most people will be happy with Wingspan, but if you do like your board games to be smart and engaging, this is one that you don't want to overlook.
I wasn't expecting much from Space Stella. It's a Trooze-published game, after all. But what I actually good exceeded my expectations in the most wrong way possible. I don't like bandying around terms like "unplayable" much, since "unplayable" implies that the game cannot be completed, and most of the time it's juvenile hyperbole for "this is just a game I don't much like playing because it has some flaws in it." But Space Stella is genuinely unplayable. Even if I could handle the sickeningly janky gameplay (which I can't), I have a visceral desire to avoid playing a game so shallow, uninspired and downright empty as this one.
With all of that being said, I don’t think Card Fighters is bad by any means. It’s quite the joy to play, and it is by no means the only "retro" experience that displays limitations that become more apparent with age. For the modest price being asked of players with this Switch release, it’s a great opportunity for a hit of nostalgia. As I said at the top of the review, however, it's not quite the timeless experience that its immediate peer is.