Lucas White
Despite the early promise brought by its measured sense of style, interest in intellectual concepts, and distinct combat system, Varlet falls flat in almost every way. It’s still an eye-pleasing RPG experience with fun combat, but all of its surface elements are just that: surface elements. The whole game is dressed up as something it isn’t, which is a shame. I’d love to play the game Varlet presents itself as, rather than the sterile, conveyor belt production line version of a Persona-inspired RPG it feels like.
Back to the Dawn is a fascinating game at first glance, due to its uncanny mix of prison, animals, and laid back music. But as you dive into its systems and figure out what your goals are, you run into a sort of identity issue.
Many of the gameplay gimmicks ring hollow, with generic puzzles and busywork interrupting the stuff you actually care about and threatening to drag the momentum down. I mostly appreciated the novelty of this approach, especially as a fan of short stories as a format. Let’s just do without the slider puzzles next time, please!
It’s a fun, cheerful platformer with plenty of personality and ideas, but perhaps doesn’t achieve all its goals as intended. I’ve walked away thinking Knightling is a solid effort, one that could be iterated upon into something special in the future.
Mecha fans are eating good lately, and I hope SRW’s North American console debut is the first step of a new normal. In the meantime, I have to look up SSSS.Dynazenon and see what that crew of weirdos is all about. Walking away with a nugget of something new to look into and discover is the final piece of the SRW puzzle, and a crucial part of the magic.
I have some hang-ups about compromises that had to be made, but the methodology on display in drawing attention to and deliberately not replacing the original is a more than fair answer. If you like RPGs, you owe it to yourself to sit down with Off. The Batter needs your help. You monster.
Confusion within the mechanics hold Ra Ra Boom back from being an excellent debut from developer Gylee Games, and an excellent example in its genre in its own right. From its punchy, wholehearted aesthetic to its ambitious combat, there was tons of potential here. Unfortunately, while I still had a fun time, that potential wasn't met as I ended up just sticking to the beat ‘em up basics to get through, ignoring the bells and whistles almost entirely after growing tired of wrestling with them.
Newcomers can expect an exciting adaptation of the anime relative to other games of its kind, and a shallow, but thrilling combat system that’s more interested in spectacle than challenge or raw skill. CyberConnect2 knows how to make an anime look rad and play well, and at the end of the day, that’s the assignment.
This is the PSP’s premiere music game that everyone loves? Parappa was sent to cross the rainbow bridge for this? How can I be this bored playing a game about music? These questions may haunt me forever. Or at least until I go back to the local arcade for a few rounds of Pop‘n Music.
Mystery Dungeon sickos may be disappointed with a game that looks like one of those but thoroughly isn’t, but the combat mechanics feel distinct and fun to play with even if their busyness doesn’t always translate to a challenge. Sometimes a dungeon-crawler can just be cute, and that’s okay.
This is an utterly fascinating experience, and a wonderful exercise in a team taking something mundane and being relentlessly creative. Tons of people will probably hate it. But folks who gel with this particular brand of crazy have a potential new cult classic in their libraries.
MindsEye isn’t a “so bad it’s good” situation. It’s just bad in a mundane, uninteresting way.
As it stands, I'm better off respecting the angle from a distance. Rooftops & Alleys isn't for me, but it's good at what it's interested in doing.
Survival Kids is an interesting take on a popular genre, one meant for a much younger audience. At the same time, kids have been growing up on Minecraft for over a decade, so Survival Kids may not be giving the gaming youth enough credit.
So while it’s rough around the edges in some ways, and a little confusing in others, the core of Popucom is a fun, creative, and thoughtful co-op challenge that combines a set of ideas you don’t see put together often.
So much like the Frankentitle, we have a Frankenupdate. Neither historically accurate nor boastfully made-over, what we have is… weird! Neat, but weird.
I wish the writing was a bit less shallow, which feels like a side effect of trying to cram so much in a small space and doing so with a sandbox-style structure. Visual novels benefit from guardrails preventing them from catering too much to the player, and Date Everything abstains to its own detriment. But it’s still cute and fun, and there’s no denying the dopamine hits and humor from each new character reveal. Sassy Chap’s debut game is a commendable effort, and more like this can only benefit visual novels as a whole.
But when it’s nailing its concept it really nails it, and making your way through the adventure feels like an endearing throwback to the time of WarioWare, Zelda: The Minish Cap, and Mother 3, without being bogged down by loud, boilerplate references. Plus, the 3D handheld thing rules.
For a game that is clearly inspired by Returnal, we seem to have really missed the forest for the trees here. But points for trying, especially from a set of studios that haven't played in this space before. I’d love to see another shot, no pun intended.
Short, sweet, and smart, Teenage Mutant Ninja Turtles: Tactical Takedown took me by surprise. It’s not just about how much I enjoyed it, but how intelligently Strange Scaffold came up with a gimmick that sounds bizarre on paper, but absolutely nailed it in practice.