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Tacoma gives players a masterfully crafted setting and encourages them to find out what made the people who once called it home tick. Life, even among the stars, can be mundane and familiar but Tacoma's presentation is nothing short of spectacular.
Aztez is an absolute killer. It's cool, brutal, and a masochistic amount of fun.
Ten years after it debuted on a handheld a fifth the size of a PS4, Patapon remains an utterly unique experience. For the life of me I couldn't tell you what lessons it could hold for future games, but I'm glad it's in a position for more folks to enjoy all over again.
So overall, Redeemer is a bit of a dud. While it certainly has a good premise and delivers on its promise of blood and brutality, it just feels like the game came out of the oven too early. Hopefully after a few patches and some more polish, Sobaka Studio can iron out the bugs present and tighten up the flow to create a decent little brawler. Until then, give this a pass.
At the end of the day, you probably already know if this game is right for you. If you couldn't get enough of Super Meat Boy and have spent the past seven years fiending for more punishing platformers, than The End of Nigh is something you should immediately inject into your veins. If you are usually iffy on super-challenging platformers, but curious if this is the one that will turn you around, keep on walking.
Sometimes, you really do just need a laid-back game that drops any semblance of agency or emergency and instead allows you to simply explore everything that it has to offer at your own leisure — something that you can easily unwind with, or a title that's just relaxing and inviting. Yonder fulfills this purpose wonderfully, and I can see myself revisiting it time and time again just so I can get lost in its world once more.
The people behind The Darkside Detective obviously know how to make individual parts of a game. The artwork is splendid, the music should be on rotation on my iPhone, and, barring a few bugs, the easy-to-grasp point-and-click gameplay works. Its issues lie in the writing, the element that should be the glue that holds the package together. Its lightweight, cornball comedy opts for cheap and easy jokes I never really find funny. I'm not expecting the brilliance of Rex Stout with every word, but maybe aim higher than something I'd read on a Bazooka Joe wrapper.
Theseus feels like a small-team effort, and a middle-of-the-road one at that. The myth-turned-game concept is smart, but the execution and scope aren't where they need to be.
Writing that such a good looking, clearly heartfelt project isn't an awesome game frankly sucks. Literally just glimpsing these screenshots fills me with wonder once again. But I have to shake off those starry-eyes and remind myself of the fatigue and apathy I felt just halfway into Eshe's journey toward salvation or damnation.
With the easy 30-hour campaign behind me, I'm having a great deal of fun with the post-game content. There are new maps to unlock, new classes to discover, and daily quests I can conquer. I could easily stop playing now and dive into something a bit meatier, but the pleasant nature of Miitopia, as well as seeing so many poorly recreated famous faces in random roles, is a curio that deserves to be kept in my 3DS until I see it through to the very end.
Hey! Pikmin is a little too simplistic for its own good, especially early on, but Arzest does a fantastic job of distilling what makes this series so special into bite-sized chunks. The transition cutscenes that play out like physical comedy shorts and the adorable little noises really sell it.
Ultimately, while Accel World VS Sword Art Online: Millennium Twilight means well to try and merge what's cool about both Sword Art Online and Accel World, its high points are too few and far between to consider it a success.
Although I wasn't quite as attached to the characters as I had hoped, I did appreciate the medley of personalities and felt the world and its customs were admirably orchestrated within everyone's backstory. It might not be for everyone, but Pyre delivers on its fun gameplay in a way that beautifully illustrates the struggles of redemption and what it means to gain true freedom.
It's fascinating how Team Ninja is mostly catering to the hardcore crowd with this string of add-ons up through Nioh: Defiant Honor. You can't really just jump into these levels without having mastered everything up through the campaign, and although that mentality might feel a little unwelcoming for some, I feel like Koei Tecmo gets it, and knows their audience.
I kept thinking that Fallen Legion was a much more expensive game with just how it looked and sounded. The art and music are standouts, despite their modesty. Everything else would have greatly benefited from more polish, but there is great potential in these games. I cannot wait to see what the developers make next.
Were it not for the successful conversion of the multiplayer mode for this port, I would have rated this game lower. Even without an active player base, though, the prospect of getting friends involved for a night of classic fragging is really tantalizing. Hopefully more people get this in the future, because letting these crazy weapons go to waste is a damn shame.
If you're the type of person who tried Splatoon for a little while and gave up, Nintendo hasn't done a whole lot to change your mind outside of adding a horde mode. But with more concessions for higher-level play and a deeper meta, veterans will be jumping ship from Wii U to Switch in an instant. Here's hoping that Splatoon 2 gets even more long-term support and Salmon Run is free of the shackles of a "once in a while" event for those of you who don't have multiple Switches at your disposal.
While the characters are fun, much of their characterization comes from Go! Go! Nippon!, as does the idea of visiting various places to earn date points. Not talking about the locations much defeats the purpose of the traveling format, and the plot wavers between comedy, romance, and real drama too much to fully capture you on any point. The lack of accuracy on the country lessens the impact of the serious moments as well.
Fantastic Contraption isn't something I'll ever aspire to master or completely finish. Some people will, and they'll get a lot of mileage out of solving all 50 levels and pushing the basic toolset to its limits. For me, though, it's far more enjoyable as a laid-back, revisit-it-every-so-often toybox. Get in, narrowly clear a puzzle with a cobbled-together monstrosity, get out. That's how I roll, and while it's not exactly what I hoped and expected from this game, I can't complain too much. It's fun in spurts.
Spend enough time with Get Even and you're likely certain to see why it's so arresting. There's something unique and original and intriguing at the core of this game. But hey, maybe I'm wrong. Maybe this is just the Stockholm Syndrome talking.