Aaron Riccio
- Chrono Trigger
- Virtue's Last Reward
- The Stanley Parable
Aaron Riccio's Reviews
Indeed, a single level like the Mad Mall feels more inventive—between you having to scramble through a ball pit maze, race on a Segway-like device, and solve a shooting gallery puzzle—than the entirety of other platformers.
ReFantazio has a nearly hour-long, combat-free epilogue that jumps forward in time to demonstrate the consequences of the decisions you’ve made, and it’s not only as compelling as everything prior, but it’s perhaps the most political part of the whole campaign. Here, too, ReFantazio shows you what it values, which is both the big life-or-death boss battles that put your ideals to the test and the ripple effects of their consequences.
That context lends real stakes to the fictional pursuits of Jot and his two childhood friends: Violet, a witch who dabbles in painting, and Thrash, a mountain troll with a penchant for drumming. Their successes are Sam’s, and the player’s. The Plucky Squire emphasizes the importance of our dreams, hoping to motivate players in the same way that the book within the game aims to cheer on Sam. Creativity doesn’t have to be perfect—it just has to be inspiring. And in that regard, The Plucky Squire knows how to always pick itself up and keep going.
When it isn’t tipping its hat to Yars’ Revenge, the game offers only simplistic platforming.
Whatever dissonance hovers in the air at the start of I Am Your Beast will have dissipated by the time you reach the final level. “You’re creating a no-win scenario for yourself,” screams Burkin as he throws the full force of the government at you. In response, Harding simply, satisfyingly, and coolly rejects those terms. As the lyrics to that final level’s original track kick in, you’ll come to know what he knows: that there will always be another level, and that you will always be someone else’s beast—unless you find a way, however bloody, to be your own man.
While the plot is occasionally predictable and the voice acting is a bit of a letdown, none of this takes away from the overall charm and mystery of Eden Genesis. Even when the final area, Node Zero, strips away all of the glamor of Eden’s districts, reducing things to a wireframe orange, it’s never anything less than exhilarating to find ways around obstacles, running along the safe underbelly of a fiery platform in order to double-jump up and slash through an enemy on the other side of it before finding another safe ceiling. If this is mental degeneration, then Disturbed had it right back in 2000: “Get up, come on get down with the sickness.”
Wukong excels at allowing players to feel increasingly like the Monkey King himself. This is an action RPG whose focus is less on punishing, labyrinthine environments and more on delivering precise, melee-based combat encounters that put the Destined One’s agility to the test.
Nobody Wants to Die struggles to reach a satisfying conclusion, which is, perhaps fittingly, indicated by its very title. There’s a serial killer, conspiracy theory, James’s traumatic past, his current partner’s illicit body-rental surrogacy, and a class riot. The game’s body-swapping shenanigans mashes several of those plots into a confusing showdown that may leave you unsure as to who you’re even confronting. The ending that my choices led to—the point at which you’d most want to do a reconstruction—was abrupt and disappointing, leaving the fate of many characters in question. How unfortunate, then, that out of all the places in which the game allows you to rewind time and relive past events, your save file isn’t one of them.
Where it most matters, though, Linkito delivers engaging puzzles. The final area, Albatross Tech’s Control Center, creatively incorporates elements from each of the previous divisions, with elaborate, multi-panel contraptions that will have you programming robots to carry data that can be used to unlock the path to a bomb. A promising level editor all but ensures there will be even more challenging post-launch devices to solve, for while the story is about a budding revolution, it’s by no means revolutionary. The puzzles, though? They’re electric.
But it’s a credit to the Simogo team’s incredibly sharp writing that however obtuse the game’s puzzles may seem at times, they never feel unsolvable. As noted in one of the many bits of sumptuous flavor text scattered about the Hotel Letztes Jahr: “Getting stuck is one of the key parts of the process.” And in holding true to the manifestos of the artists at the heart of the story, Lorelei and the Laser Eyes manifests puzzles as art, requiring the proper interpretations of mixed-media sculptures, paintings, and more. It’s all one unexpected thrill after another as you go deeper and deeper into a maze of memories, metaphors, and magic.
Above all, Cryptmaster suffers from you having too many words to learn and there being far too few chapters in which to do so. Even if players are Wheel of Fortune savants, unlocking every word for each character requires hours of retyping the same combat commands. Even an actual zombie would beg off after piecing together words like PARADIDDLE and AMBERGRIS for such meager rewards as another scrap of backstory. This is especially so in the last level, a straightforward corridor that strips away the illusion of exploration provided by the more elaborate mazes and NPC quests that preceded them. By then, you’ll have long come to the realization that this game designed around words should have chosen them more carefully.
Beyond its prolonged final third and iffy difficulty scaling, Children of the Sun isn’t done any favors by its dialogue, which is too gauche (“I just killed a man, now I’m horny”) or too sappy (“Soon the sun will start shining through a bullet-shaped hole in your head”) by half. But it soars whenever you’re planning an action that’s brought explosively to fruition, and luckily that’s the order of the day here. And as you marvel at this self-assuredly suave bullet-play, it’s easy to imagine Suda Gôichi out there taking notes on what Rother has accomplished.
Ultimately, Harold Halibut’s abundance of charm doesn’t translate to the game being charming, and in the end, while there’s plenty to see here, there’s just nothing to do.
As a whole, BIOMORPH doesn’t live up to the unique promise of its killer creature designs.
All that said, Showtime! is relentlessly charming, and its short, relatively uncomplicated plays will probably kill with a younger demographic. In fact, the setting also plays to the game’s favor whenever secret areas are too obviously telegraphed: Being able to see the strings, like the ones holding up Kung Fu Peach’s martial-arts marionette rival, is a part of the overall aesthetic and performance, not a mark against it. In the end, and perhaps above all, it’s just peachy to see such love given to the arts, with Darkle foes dispatched as much by dazzlingly synchronous ice skating and “the power of song” as by lassos, katanas, and a properly parrying kick.
Despite being occasionally funny, the game is never fun.
Ultros respects its players enough to make them work hard for the best ending. Accordingly, it never feels like a waste of time to manually connect your save points to the overall network (so that you can fast travel between them) or to gather the right seeds, spray them into the proper orientation, and occasionally splice together parts into hybrid platforms. If anything, these deliberate actions serve to sow a deeper sense of purpose and understanding of conservation in players. In doing so, Hadoque’s marvelous creation stands leafs and branches above not only other puzzle platformers, but most other socially conscious games as well.
Though the length of Ghosts of New Eden’s campaign is useful in establishing the intimate relationship between Red and Antea, it makes the rest of the game feel padded, especially if you’re doing the enjoyable, story-rich sidequests. There just aren’t enough enemy types or Manifestation skills to keep combat feeling fresh, and what you learn within the game’s first 10 hours is more or less what you’ll be doing for the subsequent 20 to 30.
It’s fascinating to see all the ways in which time flows (or doesn’t) throughout the game’s varied regions, as in the frozen Raging Seas, a series of eternally fixed waves and ships locked in battle, some mid-explosion. These places not only serve narrative purposes, but also thematic ones, in that the astral clockwork calendars of the Upper City demonstrate the terrifying effects of broken time as much as the encounters that Sargon may have with alternate versions of himself, some of whom would stop at nothing—including “self”-harm—to break the city’s curse. Put simply, time isn’t merely an effect in The Lost Crown—it’s the consequential core of the game.
It’s indicative of the game’s clear messaging that despite multiple car crashes, a delirious dream sequence, a high-stakes infiltration, and more, the moment that most stands out is a relatively quiet one: Trevor sitting at a piano, playing an original piece that he’s composed. For all the time spent controlling him up to that point, this is the first time where Angela, and by extension the player, can see him as an independent person, one capable of making his own decisions (in this case, his art). That glimpse of his humanity is a moving little flourish that attests to American Arcadia’s belief that we all deserve freedom from coercion and an unreal life.