My time with Zero Time Dilemma was one of great pleasure and anguish, mainly because I knew I was saying goodbye to one of my favorite series. This final chapter brings the beloved Zero Escape trilogy to a gratifying end, featuring beautiful character moments, elaborate puzzles, and a mind-bending plot. Not many games will keep me glued to the screen like Zero Time Dilemma did, and despite its minor graphical flaws, it will remain a gem in the 3DS and Vita libraries.
The Flame in the Flood is a gorgeous title that tries to find a good balance between realism and difficulty. The ideas and concepts are smart and make sense, but don't expect them to delve too much deeper that what is presented at the start. A few nitpicks with the menu system and cumbersome inventory management take a bit away from the experience, but the core mechanics work well. The Flame in the Flood is a good addition to the survival genre, and another satisfying inclusion to the ever growing eShop library.
The Switch could always use another multiplayer game and Spelunker Party! is a good addition to the ever expanding library. It's challenging, both in reasonable and unfair ways, and it's length gives players a lot of levels to play through. It might not be something pulled out for newcomers and guests at a party, but it could be a good match for those looking to play together in something that lasts a little longer.
There is a lot to love in the way Nd Cube brought back 100 beloved minigames from the Mario Party series, but this package falls short in the content used to deliver those bite-sized delights. Mario Party: The Top 100 may hold the record for the most minigames, but it certainly has the least amount of content and the lowest replayability.The game set out to compile a collection of the best minigames in the series; that goal was accomplished with great results. That makes the initial time spent with Mario Party: The Top 100 an awesome walk through nostalgia lane - unfortunately the rest is a rushed project; with that in mind it fails to live up to its full potential.
Past Cure never does anything special. Every time it tries to do something interesting, it immediately forgets about it and does something else. Don't get me wrong: it's not a bad thing to include a number of genres within one game. In fact, it can help keep it fresh if they serve as a breather from a strong central idea. The problem is that Past Cure has no strong central idea to take a break from or return to. Whether it's the initially compelling yet convoluted supernatural story or the interesting gimmicks that never leave the tech demo phase, it's a disorganized bundle of ideas that are never given a chance to develop into something out of the ordinary.