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STATIONflow is an interesting experiment in urban space design, with an eye for the utilitarian and an ultimately sympathetic outlook on the bureaucracy. All in all, meeting the demands of thousands of commuters is difficult, and the game is effective in teaching the player why inefficiencies tend to occur.
From the perviest moments of fan service through to the most heart-wrenching moments of insecurity that each of the characters displays, Sakura Wars is by turns hilarious and touching, and covers a real emotional gamut.
Legends of Amberland succeeds in capturing the appeal of those old Gold Box-era RPGs from SSI and their ilk.
This is a game that feels decidedly modern and could (and should) appeal to a much broader audience than "existing Trials of Mana" fans.
There's the genesis of a good idea in there, but the execution is so far beyond uninspired that there's simply nothing that can redeem it.
For the board game enthusiast this is a true Japanese experience. Under the bright colours and ridiculous wealth being thrown around (you'll be worth billions in just an hour) lies something that has clearly been created by people who love the unique micro-cultures with Japan, and the sheer delight that you have in simply travelling across the country.
Ultimately, Boot Hill Bounties just doesn't do much of anything.
The new battlefields, improved combat system, and sheer action that goes on makes it every bit as much fun to run through those battles again, and One Piece has so much character and personality that the antics of Luffy and his crew never seem to get tiring.
Ty the Tasmanian Tiger certainly belongs on modern consoles, and it would be lovely for the franchise itself to be resuscitated at some point.
I don't necessarily see FFVII Remake as a replacement to the original game, as remakes generally are. It's a complement to it, where the developers have built on the world and characters in such a way that it's like two sides of a single coin - for me, at least, without one, the other doesn't exist.
Silent World is, mercifully, over quite quickly.
Cleaning up the combat system so that it's not so exhausting and frustrating is all it would take for Operencia to be a top-tier example of the genre.
It's not necessarily fun, in a traditional sense, but it's culturally insightful and intelligent, and that makes it valuable.
Playing this game feels every bit like playing the tabletop pen-and-paper experience with a good GM weaving the story. Sadly, by nature pen-and-paper RPGs are about fun stories rather than anything meaningful, and Coteries of New York doesn't really have anything meaningful to say. Throw in some confused mechanics and this one won't be remembered as a classic of the genre.
For players who enjoy complexity and depth, there’s an ocean of possibility here which makes any other Metroidvania look like a puddle by comparison.
For players who enjoy complexity and depth, there’s an ocean of possibility here which makes any other Metroidvania look like a puddle by comparison.
Resident Evil 3 is a very, very fine example of what it wants to be, and anyone who loved the Resident Evil 2 remake should be won over all over again with this one.
There are some components that seem unnecessary, and some settings that could be improved upon, but The Complex is absolutely a game I will recommend again and again.
There's a lot of room for Granblue Fantasy: Versus to grow from here. There are a lot more characters that can be brought into the game, and many more stories that can be told through that RPG mode. As it is, however, this is a remarkably beautiful and intelligently-structured fighting game, which does justice to the source material and offers a stunning foundation for what might come into the future.
Taito has done a really good job of curating a package of games that show all the transitions that Space Invaders has made over the years.