Matt Sainsbury
Farm Frenzy Refreshed is by no means perfect. Indeed, it sits on the wrong side of the "casual gaming" spectrum whereby it becomes a grind for the sake of keeping players playing. And yet... I continue to enjoy Farm Frenzy, have done so for nearly a decade (if not longer now), and Refreshed has given me a rush of that all over again on the PlayStation.
My concerns with DC Super Hero Girls: Teen Power sit with it as a property. I know this is a wildly controversial thing to say, but I don't really believe that Marvel and DC are appropriate for children. If the hundreds of implied and explicit deaths per movie or show weren't enough to convince you of that, then the inherent moral lessons from these properties should because there's a lot more there to digest, interpret and come to terms with than people generally think about. Making all that baggage cute, as DC Super Hero Girls: Teen Power does, might make it palatable to a young audience, but it still needs to be questioned.
Game Builder Garage might be pitched at a younger audience - and I can genuinely see Nintendo selling a bunch of Switches to schools for use in the younger grades as an introduction to the all-important education space - but the systematic clarity with which the tutorials of Game Builder Garage are arranged, and then the ease of use and accessibility of the software to play around with afterwards, makes it the best introduction to programming that I've come across, for anyone of any age.
With two artifacts that belong in the video game hall of fame, and one curiosity that highlights Itagaki’s genius by showing what happened when he wasn’t involved in Ninja Gaiden, this collection stands the test of time. So many modern action video games are either self-serious or desperately eager to make sure you laugh when they tell you to. It’s weird, given how bloodthirsty the Ninja Gaiden series is, but the laconic, droll approach that they take to everything they do almost comes across as subtle and classy these days, and I’ve loved revisiting that.
Ratchet & Clank: Rift Apart is a superb blockbuster game that hits its brief perfectly.
Neptunia ReVerse is clearly a "first-run effort" by Idea Factory to take the tools of the PlayStation 5 and see what they can do with them. It's perhaps a less ambitious effort than what Idea Factory made as its launch on PlayStation 4 (Omega Quintet), but putting that aside, this is a genuinely good game, worth the time of any JRPG fan, and by its very nature the perfect introduction to the entire series for new players with the new console. The additions that have been made here make it even more complete and also worth a replay for the Neptunia faithful. And if nothing else having an excuse to watch Neptune and the other girls run around in swimwear costumes for a few hours is always worth the investment.
And so, though I love the concept and presentation of Wing of Darkness, it falls a little short of being an instant indie classic like Sumire was. Wing of Darkness has the right attitude when it comes to depicting the impact of war. It has impeccable presentation and art direction. The gameplay systems are enjoyable and, for the most part, well-executed. Almost everything about Wing of Darkness is spot-on, but it just falls short of making us care enough that the poignant themes and evocative narrative can really hit home.
Everyday Today's MENU for EMIYA Family is such a beautiful, wholesome, heart-warming thing. It so effectively celebrates a quality of Japanese culture that goes so much deeper than "raw fish" (you have no idea how many people STILL ask me "what can you even eat over there?!?" when they discover that I have a seafood allergy), and it also highlights just how potent the Fate property has become, that this most tangential of tangent spinoff series could end up with something so perfectly pleasant to play. Also. Rin is just so freaking pretty.
We do need more games that go out there and bravely tell stories of deities, cultures and heroes that people wouldn't be aware existed. Aluna is brave in that not only does it do that, but it even goes as far asto make a very dry joke about how obsessed the entire industry is with telling the same stories over and over again. Unfortunately, while Aluna is blessed with some gorgeous art, a brilliant protagonist, and a wonderful setting, it squanders so much of what it does by being an incredibly safe Diablo clone in execution. Aside from a few technical issues with the Switch, Aluna is a perfectly competent and focused Diablo clone, but the game and creative energy behind it promise more which, to our great disappointment, the developers have failed to deliver.
I was concerned that D3 Publisher and the development teams behind EDF were losing sight of the purity of vision behind what they were doing. Iron Rain painted a bleak vision of the future of the series. Thankfully, the developers themselves seem to have realised what a misstep Iron Rain was, and the team at Yukes has pivoted a full 180 degrees with World Brothers. This game is just such great fun.
I haven't been so deeply affected by a game as I have Sumire in a very, very long time. This is an artful experience with a valuable core message; don't take anything for granted. Sumire has a literal day to achieve what she needs to. Metaphorically we all only have one "day" on this planet, and we shouldn't waste it. You may be driven to tears playing Sumire, but that's not a message you'll soon forget. Not with the powerful way this game presents it.
I might constantly rail against the industry's obsession with content, but that's because I firmly believe that artistic quality comes from any artwork being only as big as it needs to convey the full weight of its themes and ideas. Most games are far too long for that, trying to spread too little thematic depth over too much gameplay. This is a rare example of things being the other way around. There's so much potential here that the developers should have done a lot more with it. It's genuinely good fun while it lasts, and that's why I'm scoring it this high. Just don't expect to get more than an hour or two of game, with another hour or so for finding the best locations for topless photo sessions with this game's large... levels.
With that being said, Maid of Sker is still hugely entertaining, especially for people that are aware of the literary traditions that it's tapping into. As an aesthetic, it's probably a little nuanced and subtle for its own good (let's face it, the video game sector isn't big on rewarding nuance and subtlety), but it's great and distinctive. It's just disappointing that the development team struggled so hard in their efforts to make a compelling game to go with it.
The reality is that if you're going to make an arena score-attack game featuring zombies, you're going to need to do something really different at this point. Undead Battle Royale doesn't get there. It's not even close. There's nothing outwardly wrong with it, but there are so many other games you could be playing instead, and every second that you spend in this game you will most definitely be thinking that exact thing.
I rarely laugh out loud as much as I have had with this one, and that is more impressive of a feat than Nintendo will get credit for. It's hard to get humour right over something as extended in length as a JRPG, and Nintendo nailed it.
There's nothing outwardly wrong with Arcaea. The presentation is beautiful, there are some foot-tapping tracks in there, and there's certainly a generous amount of content to enjoy. It's just way too late to the party for something that isn't meaningfully different to its peers. The music's enjoyable, but not stand-out, the gameplay is too-familiar and while it does have a lot of pretty girls and that is a very nice thing, is not going to help it become a memorable, standout example of a genre that the Switch is already over-subscribed with.
Shin Megami Tensei III: Nocturne was one of the first games I ever reviewed as a game critic, back on the PlayStation 2. I was mesmerised by it then, because I found it to be a deeply challenging, but also deeply rewarding JRPG, and its dark, genuinely adult theme wasn't so common for JRPGs back then. 18-odd years later, my interest in games has shifted slightly, and I'd like to think my capabilities and depth as a critic has matured. However, this game continues to compel me. It is thought-provoking, deeply creative, and a genuinely serious JRPG. Oddly enough, one of the qualities that drew me to the original has drawn me back to the remaster: we still don't get so many of those.
Rise Eterna is not terrible by any means. It's a perfectly playable effort to emulate Fire Emblem. But it's also incredibly shallow, lacks character and meaningful narrative, and misfires in several critical areas with the gameplay. On the other hand, since Nintendo and Intelligent Systems are showing no haste in announcing a new Fire Emblem, I guess we've got to take what we can get.
I'd love to encourage more developers to leverage 1-bit aesthetics. The high contrast and level of detail that can be worked into the art, using modern technology, makes for a distinctive and highly appealing art direction. However, it's still got to be playable. A fast-paced strategy game that is almost impossible to follow because everything is so tiny on the screen, coupled with high levels of contrast that end up encouraging eye strain, is just not on. Death Crown would be brilliant on PC, where you can see everything that's going on (I imagine). This lazy and ill-conceived port to the Nintendo Switch is almost worthless, sadly.
Space Commander: War and Trade isn't bad. If there's one thing that can be said about mobile games, it's that developers are hugely incentivised to make sure players enjoy what they're looking at, and there's no possibility of being frustrated by the gameplay. The core mechanical elements are rock-solid, and transfer over to the Switch well. The game's biggest problem is the setting. Space should be an exotic location filled with adventure and discovery. That entire experience in Space Commander is truncated to the point that it loses that essential quality, leaving the overall experience feeling quite hollow.