Overall I'm having enough fun that I want to stop writing and go back to playing it, which is always a good sign. The recruit anyone system is working incredibly well, and it's super addictive. The simulation is impressive, even if I haven't determined how much of that simulation affects the gameplay yet. And the few design flaws haven't been enough to hinder my enjoyment after 16 hours. Here's hoping it remains that way as I continue working on my full review.
The core of Breakpoint is a fast-paced arcade experience, and the game absolutely nails it with addictive gameplay and eye-popping visual effects. I know people still like arcade games because they keep buying old ones repackaged. Breakpoint costs just under five dollars, so why not make some new nostalgia instead?
As it stands Against the Moon will likely fizzle faster than the games that inspired it, with repetition setting in quicker than it really should. Yet the brilliant upgrade system and solid tactical combat are worth experiencing, and I sincerely hope the game receives more content simply because I want to enjoy the game more.
Going Under might lack the replay value of other rogue-lites, but it makes up for it in charm, detail, and theme with great enemy variety, solid gameplay, and well-designed boss fights. Top it off with a small yet well written humorous story, and you have a game worth interning for.
Drake Hollow puts a lovely spin on the survival genre. Building a camp to care for Drakes instead of yourself is a nice twist, and defending that camp from raids is a lot of fun. But fighting the same four enemy types with a simple combat system can’t carry the fun for the entire adventure.