Eric Ace
This has a tremendous amount going for it, but ultimately, it is going to appeal to puzzle gamers far more than JRPG fans, as the puzzle sections are incredibly demanding. Having players do hours of complex and convoluted puzzles in a row, is something that is going to put off many gamers that otherwise would have loved this title. For a RPG romp it could have been outstanding if this was shortened, and the puzzles/trickery were reduced by at least half.
This has some merits to it that can't be denied, such as its artwork and very good English voice acting. The problems are, for a horror game, beyond some parts of its plot, the story gets lost with far too much fluff about dorm life, and walking around the same town over and over. This could easily have been cut in half to deliver a better narrative. The 'pinball' battle system is such a break from anything horror related, it serves as icing on a cake that had good intentions, but the ingredients simply were not right for what was required.
This is a game where the ending sequence saved it. As a platformer it barely stacks up to a lot of the competition; some portions of the art aren't that good; the combat is very wonky, with a "bouncy" feel; and, finally, the story doesn't deliver until the end. Adding some badly designed puzzle sections all pull Neversong down. The ending and the idea the title puts forth is powerful enough - even with some plot holes in retrospection - that is worth checking out if someone is into platformers, and has a few hours to try out something different.
It would be remiss to not point out some severe flaws, notably how boring the actual combat is, or the lacklustre exploration. Despite this heavy criticism, there is something definitely charming about the whole experience. The de-levelling novelty is notable, if nothing else, and there is a feeling of being pulled into the game that many modern JRPGs sort of lack nowadays. This is the type of game that shows heart and passion can trump huge budgets.
The developers deserve accolades for trying something new, but the game is just rife with far too many problems to recommend. Pathfinding and controlling is a mess, difficulty swings are incredibly wild, and despite all the cool pictures of stats and equipping stuff, none of it really matters. It was clear what it was going for, it just fell short of the mark.
It gets all the basics of the genre right, but it simply lacks any depth, and becomes an incredibly grindy only a few missions into the campaign. Interestingly, all the basics are there, it merely is lacking any exciting options, choices or selections; this is in addition to a very bad 'dead zone' tactical problem that is a huge contributor to the slog. Very rapidly a player will have seen everything there is to offer and there just isn't much beyond it. The game just starts to become frustrating the more it is played.
This is a type of game that, while experimental for the studio, really represents missed opportunities. Ranging from the extremely limited move set of the characters, lack of any new skills/moves, and a bit too much repetition, it leaves a strong feeling of how much better it could be. A heavy reliance on multiplayer likely dooms this, as the online population is relatively small, and the match-making is atrocious. Sad, as the graphics are great, and it could have been really fun with even a little bit more depth.
Truly exemplifying the maxim of 'too much of a good thing,' there is simply too much here that bogs itself down. The battle and strategic systems have some really cool and interesting ideas, but there is far too much... stuff that takes both of them down a notch. The strategic layer has way too many things to do with too much consequence, and the battle system takes too long, and is replete with a dizzying number of little things that must be taken into account, lest destruction result. It's really too bad as the core of the game is extremely solid, yet there is just too much in the way for it to shine.
Some pretty cool ideas and fun battle set-ups are largely handicapped by bad controls, and the campaign needs some overhauling with its length and unlock structure. These small things get in the way of the simple fun of watching crazy battles unfold. Ultimately, there are only so many things to try before it starts to become boring. Largely the battles are its strength, and far too often the game trips up on itself, when it would be better served getting out of the way.
There is everything here to make a great game. The only thing it really needed was a few more months testing things out. Notably, the graphics need some upgrading, and combat devolves into repetition very soon. Smoothing some of these problems out would easily push this into a very high recommendation. As it stands now it acts as a novel throwback if nothing else.
Invisigun succeeds in providing a good party, as well as single player experience. The gimmick of being invisible is not as important or prevalent as it might seem and given the nature of this, leads to a potential huge skill difference that takes away from a casual game it might otherwise provide. Graphically a little weak, it also does not have the same simple magic a game like Mario Party or Bomberman would have in drawing in casual players. With a group dedicated to learning its intricacies, it could be great fun, but it's a little too... out there for some plain fun.
Jackbox Party 6 has some great mini-games, and some decent ones. Far more adult oriented, its major downside is the higher degree of involvement and lesser payoff for some of the games. That being said, every single one in here is good, and some of them get some serious group laughs. Not as beginner friendly as some others, even a moderately committed group of people will find great fun somewhere in the five different games here.
There is nothing surprising here about MouseCraft. What you see is what you get, and unless the simplistic gameplay appeals to you, it is unlikely that there will be much here that the average gamer is interested in. Some of the puzzles are nice and all for a while, but ultimately, there are no true clever ideas or anything beyond just dropping varied blocks into holes and waiting for the mice to hopefully make it.
For a RTS where you do not attack the other player with units, there is a lot going on here. The raw amount of things to keep track of and options available, are in some ways overwhelming. The core of it all is great fun, and it is completely novel for a RTS to avoid just massing units and rolling out. The amount of stuff happening takes away some of the enjoyment, as playthroughs quickly get away from players if they are not using every option available to them. Finally, the pace is so fast that there is no enjoyment about surviving on these hostile planets.
Stellaris is going in a dangerous direction, even though this DLC adds some pretty cool things to its current state. The Origins are a fun addition, and federations are cool with their bonuses. The problem is the game is very quickly starting to become bloated, and with various changes, patches and more DLC, the "core"' of it all is rapidly being lost. It is losing its 4x status and slowly morphing into a type of MMO/RPR-type game that many of its original fans will likely not be a fan of.
There is little to recommend about this game. The gameplay is not engaging, with mindless clicking in boring gameplay loops, and the story feels like an endless scolding for something no one alive today even did, accompanied by an undercurrent of shame for supposed parallels to modern politics. Some interesting art is overshadowed by how outright simple and stupid most of the characters look. The not-so-hidden political agenda and modern criticisms to the game are so ham-fisted, it is very tough to recommend this unless one is in the mood for a moralizing diatribe.
Hardcore Mecha is completely surprising, coming from someone not a fan of mech stuff in general.
The series on the whole is a great throwback to the older Mana Khemia series. Ayesha is the weakest entry, graphically, story and gameplay wise, but things improve drastically with Escha and Logy, with a serious, "cool" factor to Logy, with the series coming to a very refined closure with Shallie. For JRPG fans that have any interest in those, they are a great pickup together. While not quite "traditional" RPG quests, they are very similar to the JRPGs that really first started getting popular in the West many years ago.
Great ideas and some outright fun is far too often marred by technical glitches, a maddening GUI, and simply overwhelming amounts of numbers and terms with very little information as to what any of it does. The originality of the game is cool but there are too many ideas were packed in without actually making sure they all work together coherently.
Even one amongst the games included is very enjoyable to play through, and having two in the package makes it that much better. Despite the huge battles of so many characters, it actually goes quick and, gives a much more chaotic yet satisfying experience rather than the "perfect" style Fire Emblem requires to play. This lacks many newer conventions, like managing relationships, as an example, and feels somewhat aged, but despite all this, it is still fun to play. The bundle is just so polished, that it's hard not to recommend.