Comprehensive Game Reviews
Comprehensive Game Reviews
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From AAA titles to indie games, we cover it all. Our comprehensive reviews provide detailed insights to help you find your next favorite game.
Skate Story Review
Skate Story ReviewFusing a solid foundation of satisfyingly grounded skate tricks with a bizarre, abstract world, Skate Story wobbles a little under its weirdness but there’s no doubt it’s one of the most distinctive skateboarding games of the decade. 
IGN PC ReviewsDec 9
Skate Story Review – Surprisingly delightful for a story set in the underworld
Skate Story Review – Surprisingly delightful for a story set in the underworld Skate Story is likely the last skating video game we’ll see in 2025, and it’s one of the most unique that I have ever played.  Launched globally on Dec. 8, Skate Story adds an unexpected flavor to the genre. Of course, I got an early taste with the demo, but the full game offers the entire campaign, along with some additional features.  While the basic gist might be all about doing the sickest kickflip, there’s more to this one than meets the eye.  The secret sauce is in the story Skate Story does both the words in its title justice, but let's start with the story. It’s unclear whether you’re a hero or villain, because rising as a demon certainly hits different. Oh, and you also need to swallow the moon to escape, and yes, there’s no typo in that statement.  Screenshot by Destructoid Your journey begins with your transformation from a frail shadow to a reincarnated demon with your favorite skateboard by your side. However, skating in the underworld is forbidden, but if you don’t skate, you can’t escape. Your primary task is to follow the Rabbit, who serves as your trusted companion. While the bunny shows the way, you’ll come across mysterious symbols and interesting characters. While the core story is relatively linear, you can get the same task done in different ways. Screenshot by Destructoid The initial story chapters will teach you about the tricks you can perform, and there are plenty. You’ll get basic ones at first, like the Ollie, that are simple one-button options you can combine with other tricks.  Skate Story might put a lot of emphasis on the story, but the skating part is just as fun. I also loved the Underworld's design. The nine different layers feel unique and allow you lots of scope for how you want to skate. Every path (even while you’re completing the story) allows for different approaches.  Many spots allow you to Ollie over obstacles or simply glide right past. The choice is yours as you race towards the next doorway. How you manage to reach your destination isn’t very important. The core gameplay loop is thus: skate across different layers of the Underworld, complete various tasks, and build yourself up until you can swallow the moon. There are plenty of tricks to learn and master, and you'll want to master them, because that's how you damage enemies. The more complex the trick, the more damage it deals. Screenshot by Destructoid You’ll have to pay attention to the challenges in front of you, then decide which tricks to perform, and then time those correctly, too. It’s a lot, so there’s a sense of satisfaction every time you pull off a successful move.  The controls feel intuitive, and when you get into a sticky spot, the game allows you to dodge failure fairly easily. Skate Story has an amazing auto-save feature with frequent saves, allowing you to pick up from before an accidental collision easily. In a world where so many video games punish you harshly for failure, Skate Story allows you to bounce back quickly. On the surface, Skate Story is a simple game where you skate to destroy enemies and solve puzzles with the sole objective of escaping the Underworld. However, there’s plenty of depth and a decent amount of replayability (if you want to solve the same chapters with different tricks).  There's also a bit of customization offered by the Souls that you earn while completing the chapters. You can use them to purchase different stickers to customize the look of your board. I would have appreciated it if there were a way to remove the stickers and start fresh, so that's a slight blemish for me. Visually, the game really stands out. There’s an incredible psychedelic feel throughout every chapter and location. The prismatic glass design for the main character is great. The same can also be said about the general world design. Whether it’s a fellow demon, the Rabbit, or a gate, Skate Story really is a feast for the eyes.  I usually don’t pay much attention to music in games, but Skate Story has one of the best soundtracks I’ve experienced in a while. This holds across all chapters, and I loved how the tempo builds up tension. I highly recommend using headphones as the music is worthy of its own album.  My only gripe with Skate Story was the length, as the main campaign can be finished in a single day. That said, not every video game has to be a grind. Despite being short, I enjoyed every minute skating through the Underworld. Skate Story is a sweet little adventure that presents a fantastic story from the point of view of a demon. This isn’t your evil incarnate from horror movies; instead, the demon just wants to free himself from the Underworld to skate and consume the moon in the process. The post Skate Story Review – Surprisingly delightful for a story set in the underworld appeared first on Destructoid .
Reviews Archive – DestructoidDec 8
Skate Story Review – Poetry In Motion
Skate Story Review – Poetry In Motion Reviewed on: PlayStation 5 Platform: PlayStation 5, Switch 2, PC Publisher: Devolver Digital Developer: Sam Eng Rating: Everyone You are a demon made of glass and pain. Literally. Looking to escape from Hell, you sign a contract with the Devil to devour the moons illuminating the realm’s many layers. Your steed is a skateboard, a forbidden object you’ll use to kick and push through the Underworld, acting as the Silver Surfer to your own Galactus. Skate Story’s strange premise and surreal art direction are equal parts alluring and head-scratching. While the gameplay is a mixed bag, I enjoyed this fascinating blend of extreme sports and biblical poetry. Skateboarding enthusiasts shouldn’t expect to catch big air on halfpipes or memorize a lengthy list of tricks. This is a story-driven experience drawing narrative inspiration from Dante Alighieri’s Inferno . The skater’s descent into the depths of a humorously bureaucratic Hell is laden with quirky, tortured souls I liked interacting with. The story itself is a mesmerizing and poetic onslaught of strange moments and dreamlike destinations every player will interpret differently, but I enjoyed how its effective throughline of hope and perseverance shines through. Best of all, you get to do a bunch of sick stunts along the way.    Skating is fun and easy to grasp thanks to simple and tight arcade-style controls. Moves are introduced at a good pace, allowing me to master relatively basic tricks like ollies, varials, grinds, and kickflips without overwhelming me. The small, skatepark-like hubs making up each layer of Hell are decent playgrounds to freely practice chaining moves to create combos. Small environmental interactions, like performing varials to cut grass or hitting ollies over special manholes, reward currency to purchase new skateboard cosmetics, such as decks and wheels. I appreciate how this structure encourages and rewards hitting tricks non-stop, but the hubs never offer more than a few simple ramps and railings, so they don’t remain exciting for long. By the second half, I lost the desire to mess around in these spaces and skated straight towards the more enjoyable main objective of filling my crystalline belly with moons. Capturing a moon requires completing simple quests from the strange and tortured denizens. Finding cubes of wisdom for a sentient marble bust or helping a pigeon finish its manuscript by collecting scattered letters (a cheeky nod to Tony Hawk’s Pro Skater) aren't the deepest activities, but the sheer strangeness of the situations makes them more compelling than they would be otherwise. Skate Story thrives on its surreal vibes, chiefly its captivating art direction, which offers one of the most whimsical and imaginative interpretations of Hell I’ve ever seen. It trades grim fire and brimstone for a kaleidoscopic, cosmic film grain aesthetic that’s arguably worth the price of admission just to admire. Gameplay picks up in the linear high-speed skating sequences where you traverse tricky courses and dodge obstacles across multiple checkpoints, often with a time limit. These segments are a blast thanks to a great sense of speed and how the psychedelic soundtrack swells as your skating becomes ever faster and more perilous; I strongly recommend wearing headphones. I would easily trade the comparatively flat hub exploration for a larger playlist of these white-knuckled sprints.    Quick restarts soothe the sting of a wipeout, and I love how satisfyingly the glass skater shatters into pieces after an errant trick. Less cool are the occasional collision issues where the Skater clips through objects and, although less frequent, becomes stuck inside them. The most egregious example was in the final scene of the game, when I became trapped under geometry during the cinematic finale and had to restart it a few times, dampening an otherwise cool moment. Devouring moons is also a highlight. These encounters play out as celestial boss battles where nailing tricks drains the moon’s health bars based on the quality of the combo, acting as intense exams of your speed and dexterity. The bouts remain consistently entertaining as new wrinkles are introduced. One chaotic battle pitted me against the laser-shooting demons of the Underworld’s law enforcement agency. Another challenged me to chase the moon and nail tricks within its constantly moving shadow. These battles are strong exclamation points to a level, and I always looked forward to them. Thus, it’s a shame that there’s no way to replay previous chapters to enjoy these segments again; you can only load your most recent checkpoint or restart the game from scratch, wiping your original save data in the process. As Skate Story’s credits rolled, I wasn’t totally sure what to make of it. Despite its imperfections, I knew I liked it, but I struggled to articulate why. I won’t pretend that every metaphor or symbol resonated with me or even made sense. It’s a deeply poetic journey, and the way to enjoy any good poem is to focus more on how it made me feel rather than any literal interpretation. In that sense, I’ll fondly remember the awe I felt admiring this imaginatively conceived underworld, the adrenaline rush of barreling through courses as a shining beacon of defiance and perseverance, and the thrill of hitting stunts so sick that entire celestial bodies shatter at my awesomeness. Score: 8 About Game Informer's review system
Game Informer ReviewsDec 8
Review: Milano’s Odd Job Collection Is Cute
Review: Milano’s Odd Job Collection Is Cute Milano’s Odd Job Collection is such a surprise. An obscure and rare PS1 game made with girls in mind that combines minigame and life sim elements? It’s not surprising we didn’t see it in 1999. While there are some elements that show its age and lead to tedious experiences, it’s an absolutely adorable game and I’m glad it showed up everywhere after so many years. The premise behind Milano’s Odd Job Collection feels plucked from a slice-of-life anime. Milano is only 11 years old. Her life is upended one summer, as her mom is going to be in the hospital for about one month for an unknown reason. Her uncle was supposed to watch her, but it turns out he went out of town. So when she gets to his home, there’s a note left behind and it is empty. Basically, it’s sort of a Home Alone situation, only without the Wet Bandits thieves. Milano has 40 days to do odd jobs around town, do chores and relax in the evenings, and even decorate her current place during her stay before family returns again. https://www.youtube.com/watch?v=tXKI7CIu1d8 Since Milano’s Odd Job Collection is a life sim, going through its campaign means plotting out her days and even doing some stat and mood management. Every day begins with Milano able to go to one of the minigame part-time job minigames open to her depending on the weather, her mood, and her skill level. (Said stats also determine the difficulty levels available for available opportunities.) After a round of doing things like working at a fast food joint, picking fruit, milking cows, washing plates at a restaurant, or making deliveries, she immediately gets paid a fee based on your performance. (If you fail, no money for Milano!) Once Milano gets home after work, you get enough time to take part in two actions. These don’t earn you money, but might help with stats. For example, she could have something to eat or drink, do laundry, vacuum, feed her pet cat, or perform other actions if you purchased things like a recorder, TV, or plants. Once the day is done, it is off to bed to perhaps wish upon a star, buy things, or read a book that could also affect stats, all before eventually sleeping.  Images via XSEED While this pattern works well and is generally sound, a few elements show its age. During the morning “job” part of the day, you can hang around in the square to advance time or check stats. However, if you purchased recipes to cook or new items to place in the house, you need to waste that part of the day to enable or place them. The recipes part of that is especially annoying, since there’s no notice that you need to perform that extra action for them to be available in the kitchen area menus. This comes up a bit in the actual job minigames, though being able to rewind or make save states helps with that. Some of them are very obvious and easy, such as the fast food cashier and delivery tasks. So much so that it’s almost effortless. The flying cow milking is well-balanced, though I found sometimes the timing can be a bit awkward to figure out to avoid the constant chicken being chased by another creature around the ring. (It’s easier to, if you’re actively milking a cow, to let it fly up into the air rather than attempt to jump over the duo.) The rhythm game tied to her singing career is enjoyable, while rudimentary. The bakery matching game is among the best efforts, since it requires quite a bit of thought and strategy to complete the puzzles and eliminate blocks. Meanwhile, the dish washing and fruit gathering ones felt more awkward. With the former, it comes down to the controls and dodging elements, and the latter’s physics make it very easy for fruit to miss the basket completely due to hitbox issues when dropping. Meanwhile, the nursing game involves a whole bunch of button mashing that feels more stressful than entertaining. Your mileage will definitely vary when it comes to these. Images via XSEED The repetitive nature can also be an issue. If you’re not interested in some of the furniture and accessories for the home, it might not feel like there’s much reason to keep repeating the handful of minigames. The extra money from the higher difficulties can be helpful, but things like washing dishes, picking fruit, and even milking the flying cows can get really annoying when you max that out. Since there aren’t events with other people around town and we don’t see any of her friends or family, the only personality comes from the artistic direction and animations shown when she does her jobs, performs chores, or plays at home. However, you can essentially fast forward by going not taking on any job or going to bed early, which helps. Milano’s Odd Job Collection is absolutely adorable and an example of an inventive import PS1 game, though it shows its age at times. It’s absolutely fantastic to see it more accessible everywhere. There are some elements that can feel a little tedious, as working at the jobs every day can blend together a bit. Especially since there are no scripted events or interactions with other characters. But the some of the minigames can be entertaining and even challenging at higher difficulty levels, and the items we can buy for her temporary home are quite cute. Milano’s Odd Job Collection will come to the Switch, Switch 2, PS4, PS5, Xbox One, Xbox Series X, and PC on December 9, 2025 .  The post Review: Milano’s Odd Job Collection Is Cute appeared first on Siliconera .
Reviews Articles and News - SiliconeraDec 8
Review: Aeruta Isn’t Loafing Around
Review: Aeruta Isn’t Loafing Around Cooking combined with battling has become something of a staple in our gaming kitchens. Battle Chef Brigade involved battles and matching games. Cuisineer is a roguelike with a restaurant attached. Magical Delicacy pairs platforming with cooking. FromDawn Games’ Aeruta is the latest to attempt the pairing, putting together a 2D platformer with some RPG elements with a bakery management sim. While there are some pacing and balancing issues, it’s a cute addition to this growing group. Chaya didn’t intend to become a baker. She wanted to be an adventurer. But when she accidentally destroyed Effie’s bakery when on a mission, the consequences involved her working there alongside her typical outings for the guild. Fortunately, fighting foes in different fields yields ingredients that can be used to make daily bread, so doing one job will help her succeed at the other.  https://www.youtube.com/watch?v=xOHGTKzChSI Both elements of Aeruta feed into one another. The game, and in general things, seem to start with the 2D adventuring. Chaya will run through platformer-style stages, dealing with enemies. We can use her rolling pin, sword, or whip to attack. Investing in each one makes them better, and building up the town also increases her stats to make her a stronger fighter. Since the actual combat involves relying on combos, dodging, parrying, and precision strikes, it can feel a little like games such as Ender Lilies entries.  Likewise, there are some roguelike mechanics in there in addition to the RPG crafting and building nods, due to you being sent back to the start if you die with only some of your haul. That’s also where it gets repetitive, however. The different locations feel a lot alike, as do some opponents, so it can feel a bit taxing and frustrating if you keep falling to a suddenly stronger than expected boss a few times. Because then you do restart from the beginning of the area. After a few hours, it gets tedious in a way I didn’t always appreciate. Image via FromDawn Games Fortunately, the bakery element of Aeruta felt much better paced. You’ll take ingredients you collected to make and find recipes for bed. You start with very few slots for available product options and recipes, but these gradually grow larger and allow you to select from an array of novel ideas that can bring in money. The little button prompt for the actual sale is a little annoying, seeing how often we will do it, and I felt like it could have been omitted as a quality of life and accessibility option. But since we eventually can also find and tame Patti enemies on runs that can help, with ones with skills like Checkout Expert, Cleaning Expert, and Price+ increases, it never got to be too much of an issue when I played. And they can also be used to gather ingredients, which is handy.  The way the two elements feed into each other does seem well-balanced, which is good considering the situation. The rewards from going into each run feel tangible once you get back to town to start helping with a bakery shift or the rebuilding effort. Then the bonus stats and increases to Chaya and weapons can be helpful when back on assignment to fight foes.  Images via FromDawn Games I enjoyed Aeruta quite a bit, with both the battling and bakery management often feeling equally satisfying. Somehow, I feel the repetition that stemmed from handling the shop became less of an issue than facing the similar sorts of hordes over and over again when heading out to fight for ingredients. The difficulty spikes for a few bosses is also frustrating. But each part of the experience is generally solid, and the charming premise and cute characters add to its appeal. Aeruta is available for PCs via Steam .  The post Review: Aeruta Isn’t Loafing Around appeared first on Siliconera .
Reviews Articles and News - SiliconeraDec 7
Rhythm Doctor Review
Rhythm Doctor ReviewA super challenging one-button rhythm game with great music and a moving story.
IGN PC ReviewsDec 6
Demonschool Review - Class Is In Session
Demonschool Review - Class Is In Session Reviewed on: PC Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Switch, PC Publisher: Ysbryd Games Developer: Necrosoft Games Rating: Teen School life can encompass a lot. There are classes to attend, extracurriculars to get involved in, and plenty of fellow students to meet and grow alongside. And if you're attending Demonschool, there's a fair bit of infernal conflict and apocalyptic terror to overcome, alongside your finals.   Demonschool's Hemsk Island is a lively college town filled with things to do: fishing, cooking, reading tea leaves, tossing coins in fountains, fixing up arcade cabinets, and dispensing of demons with tactical precision, all set amid a Y2K-fueled analog community. Demonschool feels like a lockbox of clever ideas. Though the breadth of side activities sometimes belies depth, it's the core tactical combat, audio-visual flair, and found-family story that helps Demonschool clear the course with great marks. The semester of Demonschool starts with Faye, a new student descended from a lineage of demon hunters, on the ferry to Hemsk Island for university. There's a prophecy saying the world will end several weeks from now, and she's on the hunt to solve it. Along the way, you gather up a party around Faye, get weekly assignments, and learn more about why demons are popping up with increasing frequency. The cast of characters gathered throughout the course of Demonschool is an eclectic, fun bunch. There were some clear favorites for me over others, either depending on their particular skillset or just general vibes, but each one stands out on their own. Aina, the cool, tough daughter of a crime lord is probably my favorite, but others such as the beastmaster-like Mercy and Henk, who literally drops desks and other items on the field, all offered unique options for my party, as well as fun social bonds to build up between major quests. It's a shame, then, that it takes a bit for Demonschool to get to that point. The first few in-game weeks of Demonschool are slow, as Faye and friends take time to start growing their numbers. This, combined with a generally high frequency of battles, means you're tackling fights and hanging out with the same set of companions for a spell. When it gets going, though, the tactical combat sings. In description, Demonschool's tactics sound complex; you have a planning phase, in which you spend increasing amounts of fixed points to move and attack with your chosen party. Movement happens in straight lines and diagonals, so combat often tasks you with threading moves together, hopping from one foe to the next. All the while, you're trying to kill enough demons to fill up the meter and reach the opposite side of the battlefield, to seal them all away and end the fight, before any demons reach your side of the field and crack the barrier, spilling out into the real world. Add in some specific rules around moving and attacking, as well as little adjustments like side-stepping, and Demonschool can be a lot to wrap your mind around, tactically. Necrosoft's taken a very direct approach – numbers are low, as are health bars, and it makes combat feel punchy, fast, and sometimes dangerous. That's why the planning phase works so well, though. Nailing a turn where you sweep through a horde of demons, pulling off big manga-panel cut-in combo attacks and wiping away the field before sealing it, is an electric reward for solving the tactical puzzle.   The tools available ensure you have interesting options for solving too, and I enjoyed when Demonschool forced me to stop using my go-to A-team and experiment with more unconventional characters' toolkits. The focus on movement and effects, rather than only increasing base damage numbers, means characters do cooler things: augment their attacks to fire in different patterns, add poison or burn to their strikes, or let healers reduce the damage output of enemies with their restorative measures. Though the information is not always easy to uncover, managing your party's skills and abilities lets you craft a crew that can do some really wild stuff. It all culminates in the boss fights, which are the crowning highlight of Demonschool. Making bosses for tactics games can be tricky, but Necrosoft makes every major encounter memorable and exciting. Bosses add new dangers, push you in ways normal fights don't, and can even warp the battlefield and game mechanics in ways you'll have to adapt to on the fly. A particular fight on a circular plane lived rent-free in my head for days after clearing it. Some fights were a bit perfunctory, but honestly, even the ones that took me just a minute or two to clear felt like I was exhibiting mastery over a system that once intimidated me. Like acing a final, Demonschool lends a notion of accomplishment. The less-engaging side is the extracurricular activities, where Faye can hang out with characters or take part in minigames. Fishing, karaoke, cooking, and more add a lot of things to do, and some help with boosting social rapport for the ever-growing cast of characters. But they become repetitive too fast, especially if you're trying to max out bonds with specific companions. I slowly lost interest in them over the course of the 30 or so hours I spent working my way through Demonschool. There are some side quests, as well, but they usually encompass talking to a few people, fast-traveling between zones, and a battle or two. Side quests and activities do, at least, encourage you to wander the island and take in the sights and sounds. Demonschool has a wonderful blend of sprite-work and low-poly, PS1-era graphics that frame its world perfectly, alongside an absolutely masterful soundtrack. Every battle, the music drops to a subdued beat for the planning phase and then naturally slides up to an intense tune when you hit "go" on the fight, then back down for the next round. The turn-of-the-21st-century vibes are immaculate in Demonschool; it looks and sounds unlike anything else you'll play this year, in the best way. Demonschool is infectious. The tactical clicks as I fired off a masterful turn that wipes out swathes of demonic creatures kept me coming back, day after day, week after week. Each new character pushed me in new directions, opening new horizons, while also luring me into new bonds and relationships. Though it takes a while to get going and falls a bit short in its side activities, Demonschool still manages to be a haunted PS1 disc of tactical joy. Score: 8 About Game Informer's review system
Game Informer ReviewsDec 5
Review: Sumikkogurashi Create a Wonderful Sumikko Island Embraces Slow Life
Review: Sumikkogurashi Create a Wonderful Sumikko Island Embraces Slow Life Sumikkogurashi Create a Wonderful Sumikko Island is a pleasant surprise! Getting games based on the San-X characters worldwide isn’t guaranteed . And when Nippon Columbia and Imagineer brought it up, it was with very little fanfare. Which is a shame, as this is an adorable, relaxing, and soothing little sandbox that is incredibly cute and not at all demanding. The premise of Sumikkogurashi Create a Wonderful Sumikko Island isn’t all that different from Animal Crossing: New Horizons. The mascots Neko, Penguin?, Shirokuma, Tokage, and Tonkatsu, along with other smaller characters like Ebifurai no Shippo, get an opportunity to move to a deserted island and relax there. This means placing some buildings and arranging decorations that meet everyone’s requests, including additional visitors, so everyone can live happily together.  https://www.youtube.com/watch?v=xn4LhB8oeJE Sumikkogurashi Create a Wonderful Sumikko Island is a game with no pressure and challenge. We’re basically a benevolent force in the sky who listens to the requests of different characters and fulfills them. A pink Tapioca wants a pumpkin? Plant a pumpkin patch and harvest one. Penguin? wants a swing? Gather the materials, build it, and place it. All of the major Sumikko want a restaurant? Build it, plant some vegetable patches to get produce to offer there, and set it up. Zassou wants to see Neko in a new outfit? Go to the in-game store and use coins you earned to buy that cat some island wear! It’s the spring season? make sure you place themed decorations and plants that fit the season to make people happy. Do all these things and you’ll spark joy and unlock new requests, which in turn causes more characters to visit and the island space to grow larger. Telling people what you’ve done also gets you things like coins and rewards and, since characters will wait a few days for things to happen, there’s always time to help them out. While it might be easiest to immediately suggest Sumikkogurashi Create a Wonderful Sumikko Island is an Animal Crossing type of game, it’s really more like decorative ones such as Twinkleby and Gourdlets . We don’t decorate inside the characters’ homes after placing them. We don’t talk to the characters, really. We sort of watch over them, arrange buildings and decorations to meet requests, and watch characters be cute. Maybe we dress them up and photograph them, with over 90 “challenges” coming from taking pictures of them in certain situations. It’s hands-off, but thoroughly pleasant. And since an array of items do unlock and we’re encouraged to maintain different themes for different seven-day seasons, it almost feels like a stress-relieving means of playing around with an environment and ensuring it is cute. Screenshots by Siliconera The only thing that frustrates me about Sumikkogurashi Create a Wonderful Sumikko Island is the gathering of materials. The only ones who can get items from designated points are Neko, Penguin?, Shirokuma, Tokage, and Tonkatsu. You can’t just tell them to do so. You can pick them up and drop them near the spots that can be harvested, chopped, gathered, or hit, but there’s no guarantee they’ll actually perform that action. And there’s no way for a player to personally tap those items to get the materials. Selecting them only shows you which potential items you could get from that source. So you basically have to drop a character, hope they decide to gather, watch until they show a prompt where you can play a very short and easy minigame to assist in gathering materials to ensure you get more than one, and keep repeating that to get what you need. Especially since it isn’t guaranteed the in-game store will sell what you need that day. However, that lack of interactions and control, combined with the need to rearrange to suit seasons, might get a little frustrating. Days pass quite quickly in Sumikkogurashi Create a Wonderful Sumikko Island, so you probably won’t get too much gathering done. While you can get away with just shifting around flowers and trees each season to meet objectives or placing a few decorations, it does feel like there’s a sense of impermanence that keeps you from leaving things you set up on the fifth day of your first spring in place by the fourth day of your first summer.  Screenshots by Siliconera Still, there’s something soothing about being an observer decorating in Sumikkogurashi Create a Wonderful Sumikko Island. The San-X mascots are adorable, and it’s easy to check in the in-game index to learn about them or jump to focus on them. There are a substantial number of decorations, and we’re encouraged to use a variety due to requests. There are some frustrations here, especially when it comes to gathering or needing to suit the seasons. Still, it’s quite a pleasant, relaxing, and cozy little decorating game that I think fans of the characters or cute mascots in general will appreciate.  Sumikkogurashi Create a Wonderful Sumikko Island is available on the Switch . The post Review: Sumikkogurashi Create a Wonderful Sumikko Island Embraces Slow Life appeared first on Siliconera .
Reviews Articles and News - SiliconeraDec 5
Destiny 2: Renegades Review So Far
Destiny 2: Renegades Review So FarSo far this Star Wars-flavored expansion is a bit cringey, but works surprisingly well.
IGN PC ReviewsDec 4
Samsung 9100 Pro SSD Review
Samsung 9100 Pro SSD ReviewIf you can make use of cutting-edge PCIe 5 performance, the Samsung 9100 Pro will deliver it in spades, but its performance may not be as uniform as we’d like.
IGN PC ReviewsDec 4