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An art exhibit where you’re the subject, there is much to ponder about while playing this experience. Objects talk about their impermanence, characters reminisce openly about how finite life is. Even though there are somewhat clear goals, such as ringing a bell at the top of a tower, Dreams of Another is anything but what you would consider a straightforward video game.
DM: Japanese Drift Master does something a lot of indie developers do well, and that invokes nostalgia for the classic games, movies, and yes, manga that inspired it, but it also does something else, and that’s build a racing game that is strong in its own right. Nowhere is this better exemplified than in the story, where it draws you in with a familiar plot but then hooks you with the characters and narrative that is right here and right now. The world of Guntama Prefecture is big, bold, and most importantly, beautiful, with every street becoming a new adventure you just raced the right tunes to give it style
I didn’t walk into Vampire: The Masquerade – Bloodlines 2 hoping to feel the way I did walking out. Hell, I had checked my expectations at the door the second they showed that new gameplay demo right after The Chinese Room took over. Here we are, though, with me trying to find the bright side, and I am struggling to do so. I think the absolute worst part is looking back and knowing what made Vampire: The Masquerade – Bloodlines a special RPG ahead of its time.
Powered by classic horror flicks, absurd anime cutscenes and a truly unhinged storyline full of murderers, this bloodfest is absolutely not for the faint of heart. It’s loud, it’s wacky, and it is not afraid to commit to the bit. Off-the-rails videogame concepts might not be new, but the way it is tied up here certainly feels like one of the unique video games to exist in the current gaming landscape, let alone 2025. SUDA51 has stated that this is one of his finest achievements, and you know what? I believe it.
Consume Me will disarm you with its earnest approach to difficult topics like our relationship with food due to its smart structure. Set in a backdrop of joyful music and snappy minigames, its biting social commentary resonates on every level. Parents’ impossible expectations for our futures, immature romantic relationships, and uncomfortable family dinners all pack a punch in the way they are written.
It’s not like the intention was to come into Towa and the Guardians of the Sacred Tree and hate it. These are the type of games I love, with Yasha: Legends of the Demon Blade being one I praised earlier this year, despite the flaws that it had. Here, though, there are bafflingly bad choices that play pivotal roles in the game, and it is really hard to get past that. Combat, especially the constant switching between blades, creates massive pacing issues in fights, not to mention making the company frustrating rather than fun.
Wander Stars is a great piece of nostalgia that does what anything attempting to evoke those feelings should do. The experience feels like something I remember from years ago, using the art of Akira Toriyama and a vibe familiar to fans, and feeling like I grew up with it, to create an experience that doesn’t feel like it is just a rehash.
Frostpunk 2 is, for the most part, the same great experience that was released on PC last year. A city-building management sim based around the worst possible choices that, in a normal society, we might frown on, but in one where you are one day away from death, it might just be the best choice. Do you bury your dead or burn them for fuel? Do you train the children to be part of the workforce, or allow them to just be kids, even when your workforce is dwindling and the resources are too?
Story of Seasons: Grand Bazaar lives up to its title; it’s absolutely the grandest game the series has ever produced and a perfect love song to everything great about the series, and that drew people into the franchise. At its heart, it’s fun, keeping a grind that can easily become repetitive without feeling bland or boring. The wind and the jumping offer the player so much versatility in how they traverse the town, with invisible walls feeling few and far between.
More than a homage, Quartet builds upon what its predecessors planted to flourish into its own. Sure of itself in every aspect, building your party all the way to eight characters while unraveling the grander narrative in the background, it is impossible to put down this game. With a console announcement in the works, I just hope it reaches more audiences that can see what turn-based greatness looks like.
This game, like any other, has its limitations. That is exactly why it thrives: it has a campaign that can be finished in less than 15 hours, for one, with up to 30 doing side content. It does its best with what it has. It has no bloat at all, and every area is used effectively to throw you a curveball with a quirky side quest, puzzle, or fight. Even the combat that doesn’t have a lock-on button feels snappy once you get used to it. As developer Twirlbound’s sophomore entry, it’s clear where their influences lie, but triumphing beyond a homage is what should be recognized here.
Herdling’s most lasting question, at least for me, is just what the meaning of your travels are. Since the game doesn’t give you answers, in fact, it features no dialogue, the open-endedness of it leaves a lot of room for interpretation. The journey starts off, and before you know it, you are attached to these Calicorns. Guiding them isn’t just a task you took on; it is a responsibility that you feel attached to through the clever use of subtle nods to individuality in a group of like creatures.
The King Is Watching is easy to pick up and start playing, with a short tutorial that is easy to understand to get you started. From there, though, you realize there is a depth of strategy that you will pick up each and every run as you start to manage every tile with efficiency under your watchful gaze. You will unlock and discover more tiles that diversify your playstyle and continue to offer you more to experience as you go toe to toe with more powerful enemies that seek to destroy your kingdom.
Wild Hearts S makes the mistake, I feel, of copying the Monster Hunter formula too closely. There are times where the loop overlaps so clearly that it might make somebody who is often on the beaten path, having just beaten Wilds, for instance to ask themselves, Why am I just not grinding gear in that. The level design here is great, with Karakura being encouraged due to the verticality of exploration, but it’s still a big open map with big monsters you are out there to hunt.
And Roger is a brief but emotional one-hour visual novel. It does not take long to understand its narrative argument. But the way it is presented is so impactful that it does not need more than that to accomplish its goal. To witness a loved one’s mental decline is devastating, to the point where the game even goes on to mention approaching religion to find solace in times of need.
The Wandering Village has its issues, most games do, but even these issues I outlined never felt off-putting to me. There is an engaging experience here that you don’t get to see very often. Wandering the land on the back of your Onbu, feeling like you stepped into a Miyazaki classic.
What Luto does best that sets it apart from the usual first-person psychological horror is how unequivocally human the story is. Depression is as real as it gets, and while effectively using bedsheets in your face to hammer home how inescapable it can be, it is also heartbreaking. Luto is a narrative of loss, grief, and bargaining with that temptation to give up.
Issues with the AI aside, I had a blast playing this game, and there was never a moment I felt the problems that could mire the experience weren’t outweighed by the whole unique experience I had engrossed myself in. Earning bizarre bike parts to mix and match my frame for the best performance, then winning that race I was struggling on
Walking away after beating My Friendly Neighborhood was a victory in its own right. That Five Nights at Freddy’s game I most recently played held my attention for an hour at most, and bored me throughout, which I’m sure will upset a few people out there. My Friendly Neighborhood, for its part, makes me willing to at least try some other games in the subgenre, even if I still don’t ‘get’ it.
BlazBlue: Entropy Effect manages to somehow convert the fighting franchise to a 2D sidescrolling platformer without losing the charm at its core. The characters, and there are plenty to choose from, all feel like the characters should if they were facing off against each other, with some minor amount of change to make them function in their new surroundings. Within that is a fun roguelike that keeps your earning abilities and upgrades run after run, and gives you the flexibility to take those builds even further, though at the risk of simply breaking your character when the next run starts.