Will Silberman
Ninza has quite a bit going for it, most being positive. Its take on combat is refreshing, albeit requiring some mental burdens in relearning PvP that requires solely utilizing the environment to smoosh an enemy into smithereens. While I might have some reservations over how its cast of characters are implemented in-game, the UI, and its future content, one thing is clear: Ninza is quite the fun and addicting platform battler.
Guayota contains a great deal of difficulty and tested my patience quite well. I loved how it implemented puzzles in a way that isolated puzzles on a per-dungeon basis. However, I wanted a bigger payoff from completing its more difficult-levels, and I wanted the light version of the levels to have something to ease the difficulty. That said, Guayota was a great test of my logic and reasoning skills in the few hours I spent in-game. I loved the aesthetic, design, and general level construction, so it's worth playing if you're interested in an indie gem with unique puzzles for an afternoon playthrough.
Gestalt: Steam & Cinder is a good metroidvania for those wanting a middle-of-the-road metroidvania. Its steampunk aesthetic makes for a gorgeous and audibly delightful tale, its combat is as fluid as it they come, but my biggest concern is that it doesn't take a big swing in innovation or set itself apart from other metroidvanias in a big way.
If Saviorless is Cuba’s first independent video game, then players are in for an aesthetically pleasing yet moody future of game design that touches on emotional elements that leave a mark on the psyche. Saviorless isn’t the best example of a platformer, but it’s a great start to something truly novel in the platforming space.
Corponation: The Sorting Process is an interesting, albeit well-designed simulation involving simple gameplay and a handful of minigames to break up the monotony of the corporate nonsense lifestyle. While it didn’t peak in terms of pulling on my heartstrings or senses of dread that usually accompany dystopian narratives, it sufficed in keeping me enticed with its gameplay.
Spirittea is the farming sim with Miyazaki vibes I've wanted for a hot minute. It doesn't onboard the player in the most intuitive fashion, so it's a smidge hard to pick up to get into the groove. But, once you've managed to parse through the disparate tea leaves that make up its multiple activities and mechanics, it's worth a try. I'm looking forward to seeing how Spirittea evolves in the future while I enjoy its coziness this holiday season.
Ebenezer and the Invisible World has its moments of fun and rewarding exploration through completing optional sidequests and finding secrets. It looks great, too. However, its big swings in the form of ghost management and stiff traversal/combat lends to a less than stellar experience. May this experience become better in the future with more time and polish? Absolutely, but it's worth waiting to see what happens.
If you're wanting to expand your musical tastes or play some more of Invector: Rhythm Galaxy, I recommend that you get at least one of its song packs. The Spinnin' pack is more for EDM folks, whereas Latin Power contains great choices for those interested in reggaeton/Latin pop music. I'm a smidge disappointed that the packs only contain music and not much else, but hey – the tracks themselves are excellent candidates for a rhythm game and will assuredly join your "on repeat" playlist this holiday season.
Yes, The Last of Us Part I for the PC has somewhat improved a little under two months in. Graphical stutters, framedrops, and other visual artifacts currently exist. If you're able to look past those graphical shortcomings, The Last of Us Part I is a truly exceptional game. Consider waiting just a bit more before jumping into one of the best series from Sony and Naughty Dog to date.
Decarnation is not about the gameplay, but about the journey. And that journey is wrought with existentialism, Lovecraftian horror, and psychological quandaries that may be trigger inducing. It will grip you, refuse to let go, and entrap you until the end of its story. Should you play Decarnation, you will be opting into experiencing horror through the eyes of a protagonist you may, or may not, empathize with. Should you play Decarnation, you should also avoid sharing its execution of horrors that should remain unspeakable. In other words, avoid spoiling whenever possible.
On paper, Cyber Hook taps into several gameplay elements that are innately appealing: It encourages high-speed gameplay, it blends parkour platforming with precision, and its retrowave environments look really freaking cool. But, its PlayStation implementation is somewhat buggy, hindering the momentum further beyond progression decisions that already prevent players from blazing through the games. I want to believe that Blazing Stick will continue to support the PlayStation version and iron out some of the kinks (and hopefully release new content, too), as its current implementation leaves much to be desired.
Weird Beluga attempted to merge two distinct genres of game with Clid the Snail: top-down shooter and narrative. Although they succeeded on the worldbuilding and narrative front, the gunplay feels unforgiving, repetitive, and frustrating. I can't sleight them for trying something new, as I generally enjoyed Clid's grimy world, but I really did want more. I can't wait to see where Weird Beluga go, as Clid is a good start for hopefully something better in the future.
Noreya: The Gold Project is a very pretty 2D platformer that attempts to instill agency and creativity wrapped in a nice, neat metroidvania package. Whether it does so or not is up for debate, but one thing is certain: The puzzles and platforming are quite enjoyable.
Knowing the ending of FFXVI, The Rising Tide doesn’t change Clive’s outcome or add a meaningful impact to the world to warrant an emotional introspection like the main game’s story. Instead, it adds additional power to Clive’s Eikonic skillset, making him appropriately powerful for postgame content that will assuredly punish players and test their might in Final Fantasy Mode. It might be a weirdly timed expansion, but it adds enough meat to the core gameplay to encourage replaying.
For an indie title, Kukoos: Lost Pets offers players a taste of charming 3D-platforming that has a potential for something much greater in the future, and I'm interested in seeing what more Kukoos has to offer in the future. Its ability-based platforming encourages folks to exercise precision, dexterity, and thoughtfulness, but I can't help but want more from PetitFabrik's charming universe that is the Kukoos. Sure, the Switch may not best accommodate precision compared to other platforms, but the platforming proper and successful charm of Kukoos is definitely enough to hold you over this holiday season.
Rome was not built in a day. The wonders in Civilization VII take a good many turns to be built and come at the cost of food, happiness, and a city's production. With the new 1.1.0 update to Civilization VII, it's clear that Firaxis understands what needs to be fixed for the future of the game and is already on track to improve UI, AI, and more of what makes the Civ series so great.
Overall, I'm torn about Everhood 2. Its rhythm-based battles are unlike any RPG I've played before. Its soundtrack is incredible. Walking through emptiness and seeing delayed payoffs from the worldbuilding side, though, makes the game feel less fun than it should be. I enjoyed Everhood 2, but I wish that I spent more time in the rhythm battles than exploring.
This is all to say that the overall direction of Keylocker as a JRPG is top notch. It contains beautiful pixel art, excellent soundtrack, thorough worldbuilding, and difficult gameplay. It's only held back by a lack of optimization of its Switch port.
To say that Trinity Fusion is missing the mark would be overlooking its other successes as a roguelite. It boasts fluid combat and platforming that keep its gameplay fresh. The weapon/spell management tied with the Amplification system creates a persistent set of variance that avoids becoming stale. My main two critiques of the game are that of its hazy progression system and its lack of a concrete pull that keeps players engaged for longer periods of time. I know that Angry Mob Games has additional content on the way, but waiting a smidgen longer may let Trinity Fusion hit its stride as a roguelite.
Killing spiders is incredibly easy – Kill It With Fire VR makes it fun. Scratch that – it makes it dumb fun. Despite the jump scares and spiders, I kept myself fully entertained because of the sheer number of ridiculous things I could use to kill spiders. If a book from the shelf wasn't enough, maybe a shotgun would do the trick. No dice? Shurikens. No? Fine. Flamethrower. That'll work. Some of its controls lack explanation and its features could be better explained. Once you figure it out, Kill It With Fire VR lends itself for a fun afternoon VR experience or party game if you want to mess around with some friends.