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Out and About is a warm, carefully researched foraging game that respects both its subject and its players. It’s not just about collecting plants; it’s about learning, connecting, and becoming part of a community. The developers have built a space where small acts matter. There are still things to polish, from plant clarity to clothing variety, but the heart of the game is already in the right place. Even with its rough edges, it delivers something thoughtful and soothing, and it’s easy to imagine it becoming even better with time.
Besides its shallow story, the gameplay enjoyed some good intensity during its moments of fast-paced escape and exploration. Dropping through a sunwindow and zipling down an elevator shaft while an entire horde fell from above was a thrilling feeling, especially knowing that some could sneak up on us from behind and ruin our run. However, the enjoyment ends there once you get into the game's incredibly superficial weapon progression and advancement mid-wave. Though the previous games had brief or no pauses between rounds, giving a tense moment to purchase new weapons before the zeds ate us, Killing Floor 3’s weapons felt ultimately generic and pointless, with the highest tier of weapons doing slightly more damage.
The game’s information suggests a grand narrative about humanity’s survival and AI integration. But that sense of scale quickly collapses as you start playing. There’s no payoff for the foreshadowing, and Akane’s personal stakes never feel urgent. Conversations also tend to rely on awkward tropes—especially when it comes to how female characters are written. Akane is strong, sarcastic, and clever… but even she isn’t spared from the occasional objectifying dialogue choice. Other women suffer the same fate, too often reduced to outdated archetypes that feel out of place in a world otherwise trying to present serious themes... The world has a lot of personality, and I wanted to get swept up in it. But I couldn’t ignore how often the game forced me to endure lines that felt uncomfortable at best and sexist at worst. That dissonance pulls the story apart.
Jokes aside, whilst I enjoyed the platforming on offer in 1000 Deaths, I did find the camera controls to be a little janky. This was especially annoying on the timed arcade runs. Whilst it didn’t ruin the platforming for me, it was a touch annoying to die to a camera issue on occasion. However, the platforming aspect was tight and responsive. With the interesting mechanic of my character being able to defy gravity, walk around curved edges, or hang upside down. It’s a small detail, but it enhanced the gameplay and offered some much-needed variety in the levels. The arcade mode was a lot of fun, and trying to beat the time trials was both frustrating and exhilarating. Attempting to take on my previous scores’ ghost was a nice touch and helpful for tackling my best times.
For an idle game, Whimside demands a surprising amount of micromanagement. It doesn't feel like a background game; it feels like a never-ending loop of low-energy busywork. If Whimside excels in one area, it's definitely the art. The pixel art style is charming, with a soft, cozy feel that perfectly suits the game's laid-back concept. As a fan of pixel art in general, I really appreciated the effort put into making each creature look distinct, even with their modular mash-up designs. Seeing how different body parts combine together is genuinely one of the most creative aspects of the game, and easily one of the most fun to explore early on.
As much as I wanted to love this game, there’s no denying it could have done more with its charming setup. For starters, the game only gives you a few small side missions tied to the parcels. What if every delivery came with a task, like helping the florist arrange a bouquet or prepping a treat for yourself at the café? That could’ve turned this from a 40-minute filler to a cosy two- or three-hour delight.
Crafting is unintuitive; you can’t build while serving guests, and the costs to buy recipes and materials are steep and long-winded. Even basic tasks like cleaning tables break under bugs. Objects float and then suddenly move towards where they should be, guests sit down with their body caught in the back of a chair, and your character can walk through multiple objects like Vanellope von Schweetz in glitch mode. It’s hard to keep pacing when mechanics fail you repeatedly.
Besides its unobtrusive story, Wuchang boasts some fairly stellar combat variety. Between spells that recharge on dodges and special hits, combat disciplines that function like equippable skills, and an easily respecable skill tree, Wuchang incentivizes experimentation and success. To specify, while other souls games would force you to commit to a single build for an entire run, Wuchang lets you switch classes and weapon reinforcement immediately and without consequence. For example, though I enjoyed most of my run as an axe-wielding strength main, after encountering Commander Honglan, who outran most of my attacks, I switched to Longswords and learned to parry nearly every one of her attacks until victory.
There’s no traditional storyline in Another Farm Roguelike: Rebirth, and that’s by design. You don’t have neighbours to chat with, and you’re not building a life, just a farm. The premise is simple: build, harvest, and expand to meet rent. And while there’s no story in the traditional sense, there’s a rhythm to it that ends up telling its own kind of tale. Each playthrough creates a miniature arc. You begin with almost nothing, struggle to find a foothold, and either succeed gloriously or flame out trying. Your farm evolves rapidly, and the joy comes from seeing what you can make of your short time, especially once you start understanding how everything fits together. It’s survival through soil.
Instead of a high-stakes quest, Tales of the Shire is a slow, community-driven experience. You meet hobbits, complete small quests (yes, sometimes they're fetchy), and build relationships. It feels true to Tolkien’s vision of the Shire: a world outside the world, untouched by the urgency of war and darkness. It’s not about what you accomplish but how you settle in. And for me, that’s exactly what I wanted. ...Tales of the Shire does have a few technical hiccups. On my Switch, I didn’t run into crashes or major performance issues (aside from the lack of music), which others did report on PC via Steam and Nintendo Switch. But I did see texture loading delays. Furniture and hobbit outfits sometimes started off much simpler and snapped into detail a few seconds later, especially in cutscenes or busy shops. It’s not game-breaking, but it is noticeable. I’m hopeful this will be patched, because everything else ran beautifully. Movement was smooth, loading times were short, and I didn’t experience any framerate drops. Compared to the complaints in other Tales of the Shire reviews, my experience was much more stable.
The ways in which the game lets you lay out your run are very satisfying, mainly handled by prophecies. After a few battles, you gain the ability to choose the enemy layouts, intensity, and rewards of the next fights. These choices grant some of that feeling of control, but the exact rewards are still left up to chance. As is the curse of rogue-likes, sometimes you'll just get unlucky. Being offered productions you can't afford and resources you don't need is maddening, but it adds to the satisfaction of a run where it all comes together.
Hotel Galactic is a game with heaps of heart and a few kinks still to smooth out. Its gorgeous storybook visuals and lovingly hand-crafted animations give it an appeal that’s hard to ignore. The concept is clever, and when it clicks, it really clicks—you’ll find yourself juggling guest requests, expanding your hotel, and tinkering with tiny contraptions in a kind of joyful flow. But it’s not without its frustrations. The bugs, having to reload, and some muddiness in the tutorial can throw you off your groove, especially in the early hours. It’s a game that needs a bit of patience and willingness to poke around until things make sense.
Animal Shelter 2 doesn’t try to give you a complex story arc. Instead, it gently builds a narrative around your choices, and the animals you rescue. The more time you spend in your shelter, the more you feel the weight of what you’re doing—not just juggling food bowls and litter trays, but connecting the right animal with the right human. I appreciated that the adoption system included personality matching; it mirrored real-world challenges... Be aware that there are lots of visual bugs right now. While the environments (especially your shelter nestled in a peaceful town) carry a lot of charm, the animations leave something to be desired. Leashes cut through the animal models, balls float in the air, and pretty much every object (animals included) clips through certain walls/surfaces if you're not careful.
I really wanted to love this game, as there’s genuinely so much about it that’s wonderful. But alas, despite the potential, the reality of the experience is disappointingly lacklustre. I can’t look past the UI issues, and they affected my enjoyment to the extent that I felt no urge or motivation to keep playing. The game was also plagued by semi-regular freezing/ crashing, which caused significant frustration. The thrilling combat and balanced card variety unfortunately don’t make up for all the issues, and ultimately it’s not a game I can see myself returning to unless there’s a serious overhaul of the UI in a future update.
As well as this the different cutscenes and story beats all felt on brand and enjoyable, I always knew what my objective was, and can’t recall any instances where the story began to feel stale. Progress was fast and the reward to effort ratio was fair. I began to find myself engrossed in the world and was genuinely sad when my play-through came to an end. I would have liked to have seen some more endgame content, or perhaps a new game plus, but this is more of a testament to how much I enjoyed the story, than a critique.
Once you are born, The Necromancer’s Tale begins to blur the line between fixed narrative and player-driven storytelling. Your character’s early years play out with some key events already set in stone, but you’re given meaningful choices throughout. Almost like a choose-your-own-adventure novel, but darker and more immersive. These early decisions don’t just affect the story; they directly impact your character’s stats. It’s a smart and creative way to build your character through narrative instead of menus, and it adds real meaning to the choices you make.
It’s a fun setup that gives your shopkeeping grind some narrative weight. Instead of building an empire for the sake of it, you’re hustling to escape undeath – one skeleton customer at a time. The undead pirates that shuffle into your shop aren’t just members of your crew also stuck on the cove, they’re your customers. They bring plenty of personality and requests as you expand your small business. It’s not an overly story-heavy game, but the premise adds just enough to keep your gold-hoarding goals interesting.
In Gaucho and the Grassland, you don’t grind for coins or sell crops for cash. There is no economy in the traditional sense. Instead, the world runs on gathering, trading, helping, and earning goodwill. You raise animals, collect resources with your faithful dog and horse, and complete quests to unlock more of the land. It’s refreshing to play a farming game that doesn’t shove numbers and gold at you. This is about harmony and connection, not profit.
As with most productivity-focused games, Your Personal Chill Apartment doesn’t offer a narrative, but there’s no lore, either. It’s just a room in a modern setting—a quiet corner room with a window view (if you add a window) and a soft soundtrack. You’re not playing a character with a goal or journey. Instead, the game provides a blank canvas where your real-world achievements fuel your in-game room decorating... For players looking for simple ambience, that might be enough. But for me... it felt like something was missing.
Len’s Island is a fun game to play and relax. It is a survival crafting title, but surviving in it is deliberately made easy. It feels like it’s only there for immersion, which fits well with the rest of the game. The combat and camera may need some time to get used to, but it’s not a deal-breaker. If you’re looking for something fun and relaxing that doesn’t require too much commitment, then Len’s Island has everything that you need.