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When all is said and done, and the eight storytellers have finally found a way to make their narratives line up and come together to deliver the exciting finale, Octopath Traveler 2 makes for a satisfying night at the bar. It’s full of pathos and excitement that pushes you forward, and the gameplay is tight and enjoyable. You can’t help but wish it was a little more well-structured, but seeing how the storytellers learned so much from their previous attempt, it’s hard not to look forward to the tales they’ll tell next time.
Call of the Mountain has wonderful elements to it, and it lands the most important part - the physical experience of climbing - perfectly. Trailers and even my own video capture don't quite convey the speed and agility you feel while scrambling. Unfortunately, other parts of the game are too thin, with the inability to wander back the way you came and the constant stop-start nature of its thin narrative working against its own appeal. With some fresh ideas, huge scope, and clever adaptation of an existing property without relying on a simple remake, Horizon Call of the Mountain is an important game for VR. However, I'm not sure it's a great one.
Ultimately, Wild Hearts shows up as a colorful and curious contender in the hunting game genre, and a very welcome one right now. With games like Monster Hunter Rise going for a less challenging approach, this game brings fascinating ideas that make it the breath of fresh air that the genre needs, combining difficult battles with some twists in mobility and construction, in a completely unexpected fashion. Some improvements to the unfortunate performance issues are needed, but the overall experience isn’t less enjoyable because of them.
I have always considered the original City Building series to be some of the best games in the genre, and A New Era elevates Pharoah to modern standards spectacularly well. You’ll come for the charming style and intricate building mechanics but stay for the sheer wealth of content available, allowing you to spend hours building the Egyptian city of your dreams. I hope to see remakes of the rest of the series in the future, or maybe even a brand new ancient civilization city builder.
Theatrhythm Final Bar Line is the platonic ideal of fanservice. There are plenty of people who would have been happy with a port of Curtain Call or simply bringing All-Star Carnival over to the West, so it’s a delightful surprise to see just how much effort and care has been poured into a title like this. It is endlessly charming, bursting with content, and treats its content with reverence. This is a game built with love for Final Fantasy, and that expression of love is resplendent, infectious, and mellifluous. I love this game with my entire thesaurus.
Blanc is nice. It’s not revolutionary, both as a single-player experience and a co-op puzzle game. However, it’s pretty and simple, and doesn’t overstay its welcome. It’s the sort of game that serves a purpose. It’s a pleasant way to spend a night in with someone else.
While the levels are varied and challenging, and the story is serviceable for the kind of game NeverAwake is, they weren’t the things that had me blasting through levels to see what was next - it was the excitement of seeing what kind of horrible beastie was waiting for me around the corner. The game excels at turning the mundane into monsters and doing so manages to set itself apart as one of the more unique shoot ‘em ups out there. Add to that some demanding but entertaining boss fights and NeverAwake is a decent (yet depressing) time for any fan of the genre.
In attempting to emulate the cinematic aesthetic of many narrative-driven triple-A games, Deliver Us Mars lost a lot of what made Deliver Us The Moon work. Instead of a charming indie, we’re left with a disappointing wannabe. There’s an interesting story in here that’s able to shine through the dust occasionally, alongside some gorgeous vistas and wonderful sci-fi imagery, but if we get a third entry in the series, I hope it returns to its roots instead of trying to be something it’s not. Bigger isn’t always better.
Tails: The Backbone Preludes is a beautiful game with an intriguing plot and some absolutely fantastic puzzle mechanics, but it does itself the disservice of playing second fiddle to its predecessor. It’s too brief and leaves too much unsaid to feel like a game in its own right. It’s as though it aimed too low and decided to settle for being a teaser or demo that’s made to tempt players to jump into the full story of Backbone, rather than take on a role of a fully-fledged game in its own right.
Perish could’ve brought Hexen and Heretic’s medieval boomer shooter vibes kicking and screaming into the 21st century to the tune of howling metal riffs, topped off with a roguelite twist. However, it offers little to incentivise you to go back for replays. Every death feels like starting the whole game over from scratch, with so little changing that each run turns into a chore. The striking set-pieces, like the twisted Herculean monster, with a cage of heads for a, well… head, crumbling the moon just to beat you, are fantastic, but they’re too few and far between to justify Perish making you start from scratch and slogging through shallow mechanics to reach those exciting moments.
Even with these issues, I hope this isn’t the last we see of a Purple Lamp-developed SpongeBob game. The final level alone - with its wonderfully daft premise and unique mechanics - is proof enough that the folks over there have a lot to offer. Even if I’m not quite ready to take Employee of the Month away from Battle for Bikini Bottom, we have the makings of something amazing here. Nickelodeon needs to recognise this potential, and sets its sights higher with the next SpongeBob game.
Dead Space is a triumphant remake that draws strength from familiarity instead of allowing its archaic origins to become a vice. This is now the definitive version of Isaac Clarke’s first chapter, one that doesn’t aim to reinvent his character, but to outfit him with a more relatable and nuanced arc that will likely set the stage for other games to come.
Once you do find the paths you need to take, the story is over before it ever got going. The game's opening makes it feel like your character is embarking on a quest, but that journey ends after one stop. In that way, Season is structured like spring. You barely realize it's here before it's already gone.
Forspoken is a clunky game with awkward dialogue and characterisation, but the gameplay shines bright.
You can love this game despite its problems and think it’s extremely important even if there are aspects of it you don’t like. People are flawed, and so is this game, but we can overcome that and still allow them to affect us deeply as we move on from them.
This is the best Fire Emblem game to play ever. No exaggeration. I have not experienced all of the very early games, but I have seen enough to plant my flag for this one. But to fully experience? Way down the list. It's frustrating in the extreme - I just do not care about these characters and their plight, and even the ones where I might have, the game offers me no reason to invest whatsoever. I highly recommend Fire Emblem Engage because the gameplay and battles are stellar. Just be prepared to find yourself skipping a lot of stuff by the end.
Persona 3 Portable and Persona 4 Golden are two brilliant examples of the perfect port. Though the graphics and features might not be as shiny as newer titles, the stories they tell, gameplay they offer, and the wealth of content that can be explored ensure these games stay relevant and allow them to hold their own, even against modern contenders. Enough time has passed to merit a revisit for old fans, but the launch across all platforms makes these games even more accessible and allows a whole new generation of players to experience them for the first time.
Persona 3 Portable and Persona 4 Golden are two brilliant examples of the perfect port. Though the graphics and features might not be as shiny as newer titles, the stories they tell, gameplay they offer, and the wealth of content that can be explored ensure these games stay relevant and allow them to hold their own, even against modern contenders. Enough time has passed to merit a revisit for old fans, but the launch across all platforms makes these games even more accessible and allows a whole new generation of players to experience them for the first time.
If it sounds like the criticisms here are on the pedantic side, that is because Vengeful Guardian: Moonrider’s downsides are largely negligible. This is a pristinely crafted action-platformer that has a strong understanding of what it means to deliver an engaging, frenetic, action-packed experience. If Moonrider had been released on the SNES, it would be one of those legendary 16-bit-era action titles that are frequently referenced in reverent tones. Its influences aren’t hard to see, and it certainly doesn’t do anything to reimagine what a great 2D action title is, but it does everything so extraordinarily well that it never feels redundant. Vengeful Guardian: Moonrider stands shoulder to shoulder with the greats, and all fans of pristinely crafted action games owe it to themselves to give it their attention.
My time with Blacktail was frustrating. Not because it was a pain to play or that the writing was awful, but because there’s a strong game buried underneath some strange design decisions and disappointing performance issues. If you have the patience to see past some pretty major flaws, then you might get some enjoyment out of Blacktail. It’s one to skip for the rest of you though, and that’s a real shame.