Lucas White
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Time Stranger doesn’t always hit the way I was hoping, because I foolishly expected More Cyber Sleuth. I had to get used to a slower, more somber kind of energy, and for all the systemic improvements I found parts I didn’t actually love to engage with. But Time Stranger impressed me with its own vision and ambition to be more than just a sequel to the cult classic a bunch of weirdos love. It’s about time such a long wait between games delivered so cleanly. I’d gladly wait another ten years for the next one if that’s what it takes.
Atelier Resleriana: The Red Alchemist & the White Guardian looks and feels cheap (I hate to go there, but it’s unavoidable) to play, and is full of what feel like kitbashed structural systems clumsily molded into a single player game that suffers from its connection to a failed gacha joint. It bums me out to say it, but that’s the vibe.
Maybe, maybe not. But Final Fantasy Tactics is brilliant anyway, I reckon.
What we have at the end of the day is a strange, silly game that is a little too sure of itself to stick its landing effectively. It stretches itself too thin to be consistently funny and its story is clumsily told despite its put-on air of poignance. It has its moments though, and for as grumpy as I was by the end I still look back at its early hours with some fondness. Watching a dumpy nerd slide down a muddy hill is pretty funny the first few times; it just doesn’t stay funny as long as Baby Steps wants it to.
There’s no loot, score-chasing, meta-progression, or any of the nonsense that can make co-op games fumbly, bloated messes. There’s simply a nice experience to have with someone you care enough about to spend a few hours with. That’s all. And that’s enough.
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.