John Cal McCormick
- Final Fantasy IX
- Persona 4 Golden
- Mass Effect 2
John Cal McCormick's Reviews
Fantasian Neo Dimension evokes memories of classic Final Fantasy. It's got an impeccable soundtrack, beautiful locales, and a world that inspires wonder. But it's let down a little by likeable but fiercely archetypal characters and a by-the-numbers story, and it's let down a lot by wild and uneven difficulty spikes that make combat a source of constant frustration in the second half of the adventure.
As a remaster, Reforged is about as good as it gets. It hits that perfect sweet spot where the game looks kinda like you remember it looking all those years ago, but then you have the option to switch back to the original graphics and see just how improved the new version actually is. It's a massive leap. There's also a robust and quite granular hint system to help you with puzzles that can be completely tailored to your playstyle, including a story mode that drastically revises how much thinking is required to progress. It's one of many reasons this remaster is perfect for newcomers and returning fans alike.
The Ace Attorney Investigations games are oddities. They're Ace Attorney games without the best thing about Ace Attorney games. They're a fresh start with a different protagonist, but you need to have played the old games to get the most out of them. The wider appeal seems limited here, but for existing fans of the franchise there's plenty to enjoy.
Nobody Wants To Die is a thoroughly enjoyable sci-fi detective thriller. The gameplay during investigations can feel a little perfunctory, but the narrative unfolds at a brisk pace, and the developer makes smart use of visual trickery to convince you that the game is much bigger than it actually is, presenting you with unforgettable future cityscapes that are perpetually out of reach. It's all an illusion, but a beautiful one.
Dawntrail is another excellent expansion for Final Fantasy 14. The story takes a while to get going, but once it's finished setting the scene it takes some pretty big swings in the second half that left us captivated. The dungeons are the best the game has ever had, the new Pictomancer class is an absolute joy to play, it's got incredible art design, and a soundtrack that's gorgeous. Here's to another 10 years of Final Fantasy 14.
In the end, Until Then is a bit like a pixelated Life Is Strange. And like the best Life Is Strange games, it strikes a near-perfect balance between the mundanity of every day life and the joyous and devastating moments that occasionally perforate that normality.
While we've got issues with some of the less than adventurous gameplay mechanics, in most other regards Indika is an absolute triumph. It teeters on a cliff edge, tonally, but never goes too far in any one direction. It never becomes preachy, or maudlin, or too silly for its own good. It's a wonderful balancing act, and one that it continues right up until its final moments which will leave you unsure about whether you should laugh or cry.
Planet Zoo is, ironically, a relatively toothless park building game. It doesn't have the delicious chaos of the Jurassic World Evolution games or the thrills of building your own rollercoaster and then hoping it'll stay on the tracks in Planet Coaster. But it's a pleasant and charming game. There's an airy joy in creating a peaceful home for animals to live in, and the earnest conservationist slant of Planet Zoo is hard to fault.
There's an undeniable charm to Outcast: A New Beginning, and twenty years ago this could have been the breakout hit for an ongoing Outcast franchise, but in 2024 players are spoilt for choice in the realm of third-person action-adventure games. If you're a fan of the AA, mid-tier shooters we used to get back in the day then this might be worth a look, but otherwise, there's just not enough here to warrant your attention.
We were largely enthralled during our dozen or so hours with Pentiment. The mystery at the heart of the narrative remains compelling throughout, but it was the smaller moments that warmed our hearts; breaking bread with friends, sharing in their joy and heartbreak, watching lives play out, and generations pass, in a world on the cusp of dramatic change.
It sounds ridiculous, but as we got sucked into Immortality's tangled web, there were times we forgot the movies we were watching weren't real. It's an astonishing accomplishment, really, and one we can't recommend highly enough.
If you buy into the mystery and you can tolerate the obnoxious characters then you'll get more out of this than we did. But by the time we were lost in the maze, bamboozled, for what felt like an hour, we just didn't care anymore. We played it twice and got different endings and neither was worth it. Maybe there's an ending that's a banger and we just missed it. We suspect not.
Eternights' great success is that it manages to be more than the sum of its parts. The witty writing papers over the shakier aspects of the storytelling, the slight combat is used sparingly enough that its flaws rarely frustrate, and above all, it's got an undeniable charm despite its rough edges. We're swiping right on this one.
But the soundtrack is excellent and perfectly complements your lonely swimming, the atmosphere is thick, and the occasionally wondrous moments are suitably awesome, in the literal sense. While you spend most of your time swimming alone in the grim dark of the sea, the moments where you find a sunken wreck or a friendly octopus act as a kind of catharsis, and always feel special.
And then there's the games. Watching a video describing Jordan's first attempt at making a video game and then actually being able to play that build — framerate dips and all — is a remarkable experience. On their own most of the games here would be little more than curios, but presented here as they are they're a fascinating time capsule, and an enthralling window into the creative process. For anyone interested in the history of video games we can't recommend this enough.
The coolest mechanic is the ability to pause the game and give each crew member instructions that they'll all perform in tandem with a tap of the triangle button. Planning a co-ordinated attack and then watching it unfold like clockwork is a pleasure that never gets old, and if you mess the whole thing up you can always just rewind time and tinker with your strategy until you get it right. These moments are Shadow Gambit at its best, and the game in a nutshell; it leaves you feeling like a tactical genius, even if it took you seven tries to get there.
As the end credits appeared on our screen it felt like we'd been on a generational journey — one that was both happy and sad, disappointing and hopeful, and above all, sincerely moving. We had a tear in our eye and everything. Four days later, writing this review and thinking about our experience playing Venba, we're smiling, and considering going back for a second helping.
Another double-edged sword is the brevity of the game. While we'd argue that a lot of visual novels pad out the running time and get a little long in the tooth, the eight hours we spent with Harmony weren't enough to effectively flesh out the world or the characters. That said, the story moves at brisk pace, and we never found ourselves bored even if we were sometimes a little confused.
Park Beyond will probably be pretty good one day, but it is not this day. Currently, it's a theme park building sim that doesn't include features that we'd consider to be a basic requirement of the genre, it's poorly balanced with systems that feel wildly misjudged, and it's also riddled with bugs and glitches that range from comical to pad-tossingly infuriating. Avoid it like Alton Towers during the school holidays.
There's a kernel of a fantastic tactical role playing game in Miasma Chronicles, but it lacks polish in a few key areas, and while the lore and the characters are endearing in their own right the overarching fiction that binds it all together disappoints.