Victor Tan
Miasma Chronicles takes the turn-based strategy formula and throws on additional layers of stealth to enforce guerilla-warfare strategies. It largely succeeds in this goal, ensuring players take in their surroundings while taking out as many enemies as they can. When combat starts, you use various abilities and character strengths to survive. This gameplay immerses you well, making you want to plan out your next strategy as soon as possible. There are some flaws in the gameplay, such as abilities and environmental objects not working as intended. It's also too easy to accidentally commit to a mistake while looking over the battlefield. But there are more strengths than weaknesses that allow Miasma Chronicles to deliver a fun strategic experience.
Darkest Dungeon II is a gruelling experience where you constantly fail and luck isn't on your side. But as you learn from your mistakes and unlock more resources, the challenges can be conquered, and it feels mighty good to do so. Veterans of the previous game will be surprised by the reworked mechanics, and it will take some time to adapt. Though that doesn't take away from the huge amount of enjoyment the game is able to instil and the exhilaration you get when exploring Darkest Dungeon II with an open mind. For a roguelite experience that pushes your creativity and tolerance to the limit, you'll struggle to find much better than Darkest Dungeon II.
Knight Crawlers offers several ways to customise your rogue-lite experience. You can change your character's outfit, decide on your combat approach, and how you approach a dungeon run. Rather than throwing large numbers of enemies at you and seeing what happens, the gameplay allows you to choose what you want to do. Unfortunately, Knight Crawlers is still held back by several issues. Melee combat isn't effective compared to ranged combat, and the wobbly character's movement can work against you. There are also a good number of bugs that can interfere with your experience, forcing you to restart otherwise-successful runs. The potential of Knight Crawlers is there, but some areas haven't received the refinement that could have helped demonstrate said potential.
Ash of Gods: The Way doesn't shy away from the realities of war, whether it's the unpredictability on the battlefield or the impacts it has on those involved. The story sucks you in as you try to end the war, but your decisions result in non-linear gameplay that makes you wonder if you made the right choice. Combat is strategic and forces you to plan ahead, using all resources available to you to overcome your enemies. The difficult Challenger battles sometimes feel blatantly unfair and having only a single save file does create issues you can't easily resolve. But if you persevere and come up with new tactics, you are rewarded with a great story and gameplay that makes you feel like a real tactician.
Moviehouse – The Film Studio Tycoon is an ambitious attempt at showing the ups and downs of the film industry. You gradually work your way up the ladder and producing great movies feels good. It's a pity the game suffers from some issues that weren't foreseen or accounted for. The charm of creating a good movie disappears when you realise you can make more money from buying out other studios. As your studio gets bigger and you hire more people, the user interface struggles to keep track of the relevant details. It's a fun game at the start, though the long time it takes to produce movies can wear you down. For a simulator that passes some time, this will be great, but it does need some more refining to be a good management experience.
Kabaret has ambition, but that ambition gets in its own way. It asks tough questions and never shies away from the realities of life. Different perspectives are properly explored which provides depth for each viewpoint. It deftly weaves Southeast Asian culture into the story and it immerses you in the culture. But the story becomes too complicated and loses its best messages towards the end. The lack of stakes for the mini-games also makes them less appealing. Preparing tea is unnecessarily hard and vague, becoming a frustrating activity instead of a relaxing one. It's a good visual novel with stories that don't shy away from difficult content, but one you're unlikely to revisit often because it feels like a lot of work.
Mato Anomalies has solid RPG fundamentals that can create an enjoyable experience in the beginning. Combat is fun to engage with, the world looks interesting, and the story has an intense start. Unfortunately, the game drags itself down with a narrative that never figures out what it wants to be, throwing in multiple themes which make little sense collectively. Combat requires increasingly large amounts of time investment, which can make you sick of the grind. It's hard to find yourself continuing to the end, and the game doesn't make much sense even if you do finish it. If you are looking for an RPG that requires grinding and you don't mind the repetition, you might enjoy Mato Anomalies. For those looking for a strong narrative that leaves you impressed, look elsewhere.
Scars Above sets out as a standard sci-fi action game and experiments to great success. The story intelligently weaves in some horror elements to keep you hooked with a level of narrative consistency and cohesion that keeps things simple yet enjoyable. Combat is fun and forces you to think on your feet, leaving you properly immersed in the gameplay. With only one save file and a lack of voice and mouth synchronization, the game certainly isn't beyond criticism. Although despite the shortcomings, Scars Above is a great example of a game that isn't afraid to push boundaries, and succeeds in delivering a fun experience that doesn't overstay its welcome.
Rooftop Renegade's fast-paced gameplay is fun and challenging enough, but its speedrunning focus may limit its widespread appeal.
Red Tape offers a comedic look at a fallen angel's trip through a corporate version of Hell. It's filled with silly characters and outside-the-box solutions that will have you chuckling as you navigate the game. Unfortunately, the story is weak and it ends hastily, filling in the remaining questions once you're done. Other than fetch quest puzzles, there is little variety in the gameplay. Any attempts at variation through jumping activities feel out of place. If you are looking for a psychological horror experience that gets you thinking, you're better served looking elsewhere. But if you want a funny game that lasts about an hour, Red Tape will do the job well.
Mahokenshi is a fun deck-building tactics game that prioritises smart gameplay. Coming up with winning strategies and experimenting on the battlefield is enjoyable, and finding card synergies gives you a real feeling of accomplishment. Great care was taken with the visuals and audio to deliver an experience that really immerses you in the welfare of the Celestial Islands. Unfortunately, the characters aren't properly balanced and there's a clear favourite in terms of strategy, with not enough in-built incentives to explore the other characters. But if you are alright with a short adventure and are willing to complete every objective you see, you will have a good time with Mahokenshi while it lasts.
Somerville relies on its fantastic animations and settings to tell a story of a father trying to reunite with his family. But without important story fundamentals such as exposition, you have no idea what is going on. Coupled with the fact that the adventure consists of simply solving puzzles while walking around, it is hard to immerse yourself in the story or even care about what will happen. Solving puzzles can also be difficult because you are expected to fumble around and discover what can be interacted with. There's no guidance or assistance, which leads to frustration when you have no idea what to do next. There's a good attempt at telling a story here, but it's difficult to find yourself wanting to reach the end.
The Last Oricru is a fun storytelling experience told through the eyes of the Souls-like genre. It's great to see everyone working for their own ends, and not being able to identify who is good and bad from the start. Focusing purely on what you think is most advantageous creates a story that fits your own personality well. But everything else is a regular Souls-like experience from top to bottom. There are attempts to stand out, but other than the story, they don't have the impact that really leaves a positive impression in a player's mind. The Last Oricru takes some risks, some of which pay off and some that don't. It's perfect for those who like their Souls-like games to have a good story, but if you're not a fan of the genre, you're better off staying away.
SIGNALIS never stops feeding you a truly terrifying experience. Something could scare you around every corner, and there's nothing you can do to push that feeling away permanently. Enemies are constantly on the prowl for you and will show up when you least expect it. Loud sounds are rare but pierce through the normally quiet setting. There's a non-stop source of terror and it creates a fantastic horror experience. SIGNALIS' story isn't the strongest, and it could have benefited from investigating characters more often. Although despite the narrative shortcomings, SIGNALIS presents a horror experience you won't soon forget.
Ghostbusters: Spirits Unleashed succeeds when it suits you up as a Ghostbuster for the first time. You relish the thrill of capturing your first ghost and learning how to hunt them down. Playing as a ghost is equally fun, learning how to haunt and scare everyone out of the building. Unfortunately, playing this game by yourself will quickly become boring, as the single-player experience grows dull quickly. With friends or other players, the true fun of the game comes out. But even that will be short-lived if played too often, as a lack of variety and objectives to achieve will dull the fun.
The DioField Chronicle is an enjoyable experience for players who are interested in games with political drama and intrigue. It thrives on being vague and secretive, which fits the themes encountered in the game. Combat can also be fun to play around with, and it forces you to think differently when enemies can move around. Unfortunately, the game can take complexity too far, and it isn't a game for casual players. The battle system can feel repetitive with a lack of variety, and the only thing propelling you forward is your desire to know how it all ends. But if you are willing to put some time into the game and understand it, you will walk away with a decent experience that is enjoyable in its own right.
Beacon Pines effectively creates an uneasy atmosphere through contrast. The branching story helps build the exposition as you peer into the lives of the other townspeople. It's a simple game that is on the shorter side with a few seemingly unnecessary features, but all loose ends are wrapped up by the end, leaving an enjoyable story that doesn't overstay its welcome.
Two Point Campus takes its time to teach you the fundamentals of running a successful university, with free reign on how you complete your objectives. The depth of the resources given to you and the amount of customisation for each of your campuses shows great attention to detail. The game is filled with wacky, silly, and sometimes dry humour that you can't help but laugh at. While there are annoying inconveniences, success is still in your hands. It can be hectic, but you won't find a better university management sim than this.
As Dusk Falls tells a wonderful story that is not only thought provoking, but willing to discuss difficult subjects that aren't often talked about.
AI: THE SOMNIUM FILES – nirvanA Initiative can throw a lot of information at you, and it will take some time to digest the tutorials and the events of the game. But once you manage to find your footing, you will be investigating an intriguing mystery that crosses different timelines with powerful tools. It’s a story that requires patience, understanding, and some outside-the-box thinking, but it pays off with a fantastic resolution when you reach the real conclusion.