Josh Broadwell
Marvel Rivals wants to reinvent the hero shooter genre with its complex characters and special synergies, but it's so preoccupied with trying to be like Overwatch that it forgets to play to its own strengths. Its oversized roster also needs more balacing – and more differentiation from Blizzard's stable of heroes.
Rise of the Golden Idol is one of the most captivating mystery games around, one that makes clever use of every tool available to it and expands the possibilities of what a logical deduction game can achieve.
Zero Sievert might use a lot of familiar genre descriptors, such as roguelike and extraction shooter, and it might not do a whole lot different from other, similar games that came before. However, everything it does, it does just right. It rewards you enough to make the steep challenge worth putting up with. It pushes you to explore and experiment by making both goals feel achievable with the right plan and a bit of luck, and eventually, it gives you the tools to make some fantastically detailed weapon builds and take on even bigger challenges with bigger rewards on offer. It's all recognizable, sure, but when Zero Sievert is this fun, innovation doesn't really matter.
Imitation is the foundation for something quite special.
Age of Mythology Retold is fun, don’t get me wrong. The visual overhaul alone is enough to make playing this 22-year-old game easier, and the quality-of-life improvements sand down some of the older versions’ more annoying edges. However, with more substantial structural improvements in later Age of Empires games, plus with the likes of Ara: History Untold just around the corner, I’m just not sure Retold needed to exist.
Tactical Breach Wizards is one of the cleverest and most enjoyable tactics games I've played in a long old time. A handful of useful features remove some of the genre's most frustrating pain points, and the forgiving structure lets you experiment with all manner of off-the-wall solutions, even if there really is just one ideal path forward. It's a blueprint for how tactics games should be designed, and I can't wait to dive back into it again.
Kunitsu-Gami isn’t particularly deep. However, it makes the most of all its many concepts, and outside the few dull moments of downtime, it’s always pushing you to think carefully and take in every part of its richly realized world. There’s genuinely nothing else like it, and I hope there’s more to come in the future.
Either way, I’m more than ready to put The First Descendant down and not come back for a while. Its character playstyles are fresh and interesting, but underbaked gimmicks, overly familiar ideas, and underwhelming encounters make it hard to recommend. I’m hopeful that The First Descendant can outgrow its need to imitate other games and eventually turn into something interesting in its own right. It’s a live service game and Nexon’s first shot at making something in this style, so there’s every chance it might turn around in future updates.
Paper Mario: The Thousand-Year Door might be ever so slightly dated in its first two chapters and its insistence on loading every area with too many enemies. Its bizarre cast, excellent writing, and inventive battles mean it earns its reputation as one of the best and most inventive RPGs, though, and it’s just as fresh and imaginative now as it ever was.
Frustrations aside, Men of War 2 is a fresh and ambitious take on a genre that's usually comfortable staying the same. I wish I had more time to sink into its massive multiplayer matches, but even when I don't, I'm still pleased with how strong the single-player experience is. Sure, it doesn't require the same level of strategy as taking on a human opponent, but Men of War 2's inventive mechanics keep you on your toes anyway.
Indika isn't an easy game to score. Tedious puzzles annoy in the moment, but they're easy to overlook in the broader scheme. Indika's underdeveloped theme stands out, but Odd Meter handles everything else so adeptly that it doesn't ruin the experience, even if it is slightly soured. As trite as it sounds, this really is one game you have to play for yourself and form your own conclusions - and that's probably just how Odd Meter wants it.
That's Sand Land in a nutshell, though. It's a vibes game more than anything else, charming, sometimes surprisingly incisive, and daring enough to be its own thing. That thing isn't always as engaging as it could be, but it's certainly unforgettable.
Eiyuden Chronicle: Hundred Heroes is a good reminder of why the RPG genre left some parts of its Golden Age behind. It’s also a testimony to what makes the genre special and the power of good storytelling to move and inspire. Admittedly, rigid adherence to archaic structures makes those first impressions tough to look past, but a creative battle system, extensive party customization, and top-notch writing make up for the retro jank.
As a hub for video game preservation, Digital Eclipse's latest is fine. It does the absolute minimum and not a bit more. As a piece of history, though, it’s baffling, incomplete, and rushed. I can’t help but think that perhaps the Jeff Minter story that Digital Eclipse wanted to tell proved too unwieldy and maybe too expensive to fit into this release, and what we end up with is this pared down version. Even that doesn't explain the lack of effort to actually tell a story and put any of Minter's life and work in worthwhile context.
I'm hoping 11th Hour has more in store for Last Epoch's future as well. There's a strong foundation to build on, both from narrative and combat perspectives, and more than that, I just want an excuse to spend more time in Last Epoch.
What changed and what remains the same in Mario Vs. Donkey Kong on Switch is a little confusing at times, and it raises the question of why a remake was the best choice and not a full new game. Still, "if it ain't broke" and all that. The original Mario Vs. Donkey Kong holds up nearly 20 years later, and nearly every new addition makes the already-strong puzzle game even better.
Ultros is a kaleidoscope game. It takes a handful of ordinary things, shakes them up and sticks the pieces together, and then spins it all around. It's just a different version of what we've seen dozens of times before, sure. But it feels special, and it sure does look good.
That knack of managing to evoke emotion with so many established storytelling conventions is what makes Granblue Fantasy Relink feel special. In a landscape full of attempts to rekindle nostalgia or capture the essence of yesteryear’s most memorable games, Cygames did one better. Relink isn’t interested in trying to recapture those feelings. It reminds me why they were special to begin with.
The three latter Ace Attorney games are certainly uneven, and the first two never quite reach the level of narrative power, or even general coherence, of the original trilogy. However, they do challenge the idea of what an Ace Attorney game can be and introduce some memorable characters in the process. Dual Destinies might be the sour one of the bunch, but Capcom wins the case of Apollo Justice v. the test of time.
However, it’s hard to feel like that alone, plus an expanded roster, justify Versus Rising’s existence, especially if you played Versus for any length of time. If you missed the original Versus, though, then that doesn’t really matter. Rising is an excellent fighting game, even when the narrative context flies over your head.