It leaves Will of the Wisps in a strange position – on the one hand, basically every element of the game is either equivalent to or superior to its predecessor, meaning that if I had to choose between playing one or the other, I’d take this one at every opportunity. But at the same time, the experience of playing Blind Forest for the first time was much more striking, leaving me with fonder memories of the first game despite the fact that I think it wasn’t as good.
If you’ve read this far and aren’t convinced that Hades is a must have on your Switch (or PC, if you prefer) then I’m sorry to inform you’re already dead yourself. Now on their fourth release, Supergiant Games have proven themselves masters of interweaving narrative and gameplay. Though their previous games were rooted more in a singular, linear experience that offered plenty of choices and customizations, they’ve found a way to bring that excessive excellence to a never ending rogue-like.
And while I don’t think Square Enix necessarily flopped, I think they faltered where it mattered most, and that comes at a cost.
If approached with an open mind, Catherine can be a thorough lens on the consequences of actions, both in games and in life. That quality doesn’t play much of a part in whether it’s “good” or “bad”, but it (as well as damn near everything else in the game) certainly pushes it firmly into one of a kind, and I would argue that and the other elements described in this review makes it absolutely worth experiencing.
It’s streets ahead of the existing post-game, and thanks to the better realization of the Wild Area concept, I feel comfortable calling it an improvement on Sword and Shield’s biggest feature. It may not be a game changer, but the Isle of Armor still manages to be both an enjoyable slice of Pokémon and a satisfying taste of more to come.