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I can see why longtime Famicom Detective Club producer Yoshio Sakamoto was so excited to share the story of this game. Emio - The Smiling Man is an intriguing story that takes us on a deeply emotional journey. The characters, both old and new, are very fun and easy to follow as well, not to mention coming out great in their animations and dialogue. I wish Emio stretched its legs a bit in terms of gameplay, but I also can’t argue too much with a working system that’s mostly meant to be a vehicle for an engaging mystery. If this is the final Famicom Detective Club game, it’s a strong one to go out on, but I can't help but hope we get more Famicom Mystery Club with this game acting as a stepping stone to the series’ future.
Ultimately, Bloodless is an interesting, straightforward kind of game that is exactly what it says it is on the box. There’s a central premise, and the gameplay revolves (almost) entirely around it, even if it wavers a little out of an apparent necessity. And even then, takes the care to justify the shift in a way that lines up in the fiction. The non-lethal combat is fun to engage with, and doesn’t simply feel like another samurai game about parrying. There also isn’t a ton more to Bloodless than that, which is totally fine. There’s a target, the game lines up its shot, and hits it dead center. Good stuff.
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.
I had no idea what I was in for with Gori: Cuddly Carnage, and I certainly didn’t expect to enjoy it as much as I did. Its crassness is kind of a take-it-or-leave-it for me, but it fits a ridiculous world taken over by crazed toys that are in desperate need of murder by a sentient cat friend and his blade hoverboard. And that feels like a good way to look at most of Gori. It sets out do all sorts of things gameplay-wise and it does all of them pretty well to make a ridiculously graphic world and narrative pretty dang fun. Mind the tykes in the room when you’re playing this one.
Outlaws is at its best when it’s telling you a story. I was immediately invested in Kay and Nix and loved going on this journey with them. I didn’t skip a single cinematic or hurry through dialogue and, as a casual Star Wars fan, I would say that’s a big win for the folks at Massive Entertainment. There were certainly some places where the gameplay felt repetitive, but climbing, grappling, and taking out my foes in chaotic battles with my Blaster always felt satisfying. Working with Nix to solve puzzles or stealth through areas was a treat. Now that I’ve beaten the story, I’m not sure I’ll spend much time in the open world, but Outlaws did such a good job that I’m thinking of digging into some of the movies and television shows I’ve been passing on. That’s about as big a compliment as I can give the story.
Meta progression isn’t a necessary facet of the genre, but when those systems do show up in more obtuse and fumbly ways it can be kind of tiresome to engage with them. I’d rather have something more straightforward, or just focus on the core mechanics entirely. And a game like this, with its smaller scope but explosive energy thanks to the Fairy Tail stuff, really thrives on a foundational level. The art is sharp and colorful, the series’ personality shines from every angle, and the combat itself is fun to grapple with. The game even has some interesting ideas with its checkpoint-like boss stages meant to challenge your saved builds. Making use of such a burly anime/manga IP as Fairy Tail to hoist up indie games is an awesome idea, and it’s great to see Fairy Tail: Dungeons come out swinging the moment the door opens.
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.
It is rare for a game to be about something, to work its themes into every fiber of its being, to ask us to think about the world around us and reflect on who we are, the world we live in, and the things we’ve done to make it what it is. Dustborn does that, and it's special because of it. It doesn’t always work, but what it gets wrong pales in comparison to what it does right. It is a reminder that what we say and do matters. That, to quote Hemingway, “The world is a fine place, and worth fighting for.” That a better world is possible, if only we have the courage to build it, if we can find the right words to speak it into existence. Let there be light.
They simply don’t make games like this anymore, for the most part. To be fair Monkey Island totally came back, and there was an… attempt at a new Sam & Max game (in VR form, which went as well as it sounds). But adventure games in the pre-Walking Dead Telltale style, the sort of zombified fusion of LucasArts’s classic SCUMM system with modern (at the time) PC game conventions are long gone. Skunkape Games’ remasters of all three Sam & Max seasons are the best ways to go back and experience a point in history that still doesn’t feel real sometimes. This is technically a review for The Devil’s Playhouse, but I can’t insist strongly enough how crucial it is to play all three games and take them in as not just a whole work, but a moment in time that won’t easily be replaced. Snag Hit the Road too while you’re at it; it’s only like six bucks on Steam. Long live the Freelance Police!
The Crush House feels like a victim of its own confidence. It’s so self-sure of its premise and big-brained twist that it fails to dig a little deeper under the surface to actually justify any of it. The gameplay itself is incredibly shallow and dull when it isn’t being a frustrating exercise in dice-rolling. The characters are basically all the same person and interact with each other the same ways, repeating the same small set of possible events over and over. Your involvement in the whole equation is to sit there and watch, and hope the emojis and numbers on the screen are doing the good thing instead of irritating you. The payoff is just as shallow as the gameplay, making the whole subversive twist as commentary gimmick a bust.
There's a lot of satisfaction that comes out of overcoming Volgarr the Viking 2's intense challenge. It comes with a lot of frustration, so be aware of that going in, but as a throwback to the Blockbuster Video rental era of gaming, this is a fairly mighty effort.
Deathbound, like many other Soulslike games before it, brings a few neat ideas to the table. While they are certainly nice to sample and play around with, a lot of the surrounding elements are sluggish and bland. It’s still great to see developers have a go at joining the pantheon of games in the genre, but Deathbound didn’t leave me wanting to come back for more.
Aside from those moments when you have to grind, Cat Quest 3 is a cute, breezy experience that shows why making more of these has been a good idea. And there are hints of plenty more to come, which is exciting considering how much playing with the setting has been established. The writing remains simple but fun and silly, and the number of secrets and side activities has grown a lot. There’s a winning formula here, and so long as the series doesn’t get too ahead of itself, there’s plenty of potential for Cat Quest 3 as a springboard to even greater adventures.
SteamWorld Heist 2 is an interesting return to a style Thunderful hasn’t re-explored in years, and it’s a decently polished one at that. The multi-job character progress and new upgrades to sea travel make for an improved approach to new and varied challenges throughout the game. The upgrades aren’t watertight against the issues that poked holes in the first game such as inconvenient travel and grinding. That said, if you’re looking for a solid tactical strategy game, SteamWorld Heist 2 is a charming voyage that should provide plenty of good times to fans of the SteamWorld universe.
Creatures of Ava is a deeply human game about monsters on an alien planet. Its themes of empathy and acceptance shine brightly, setting itself apart from similar titles. It manages to deliver a thoughtful message about acceptance and living in harmony while also being something I can play to kick back and relax after a long day.
For a debut effort, KeelWorks should feel proud of CYGNI. It's also a foundation to build on, because there's certainly one in place to make something even better.
World of Goo 2 is exactly as it presents itself. It’s a lot more World of Goo, with more levels, gameplay mechanics, fancier visuals, and a new/continued storyline. As cute (in a sinister way) as its style looks, this is as hardcore as physics-based puzzlers can get. The game does not hold your hand, often has really tight margins of error, and only offers the bare minimum of guidance when it feels like it. That said, there’s a surprising amount of variety, and you’re allowed to skip levels without being penalized. Even if you struggle, there’s a lot of cool, smart design and an interesting world to experience. For fans of the first game, of course, World of Goo 2 is a no-brainer.
Thank Goodness You’re Here is something altogether different from most of what I’ve played in 2024, and refreshingly so. It’s most certainly a game with some puzzle-minded antics, but it feels more like a lengthy comedy special, and the slapstick absurdity of it stays refreshing with plenty of surprises and ridiculousness throughout the adventure. Even the parts I didn’t initially enjoy ultimately felt like they needed to be there because it felt like part of the joke. Even so, be prepared for some very esoteric solutions and a complete lack of guidance as you learn to adapt to the wacky way this game wants you to think.
EA Sports College Football 25 succeeds at setting itself apart from Madden with new mechanics and systems that change the way you play the game. Wear & Tear forces a new kind of strategy, and the changes to passing and player movement open the door for unforgettable plays. There are some cracks in the presentation, the game needs more songs, and Dynasty could use a tad more polish, but College Football 25 has delivered a level of fun that I haven’t gotten from a football sim in years.
Flintlock: The Siege of Dawn is a breath of fresh air when it comes to the Souls-lite genre. The challenging combat, unusual lore, and well-crafted environments blend the new with the old in an original way. While the gameplay could be more refined, the game succeeds in making the genre more accessible. The story is rather quick on the draw at the start and the ending trails off suddenly, but the relationship between Nor and Enki is enough to carry the bulk of the narrative. As a first entry, Flintlock is off to a solid start, and I look forward to having more adventures with this unlikely pair.