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.
Reanimal Review
Reanimal ReviewThe creator of Little Nightmares returns with more of the dark puzzle platforming it has honed over the last decade.
IGN PC ReviewsFeb 14
High On Life 2 Review - Contact High
High On Life 2 Review - Contact High Reviewed on: Xbox Series X/S Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Squanch Games Developer: Squanch Games Rating: Mature High On Life 2 is right on time. At a moment in time that seems increasingly bleak, Squanch Games’ latest project has dropped in to let you escape for a bit, laughing like an idiot while you do so. The typical Squanch brand of humor – the kind you might see on Adult Swim shows like Rick and Morty and Smiling Friends – runs rampant through dialogue, visual gags, and unexpected story twists. Combat and movement feel terrific thanks to the new skateboard system, the world has enough hidden in its corners to keep you wanting more, and it all fits into a 10 to 12-hour first-person shooter package that, while sometimes long in the tooth, doesn't overstay its welcome.  High On Life 2 picks up with the same Bounty Hunter from the first game, but this time, they've gone through a personality shift. They're now The Outlaw, after an early fumbled mission forces them to turn their guns against fellow bounty hunters, breaking the code in the process. The pharmaceutical company that caused the botch, Rhea Pharmaceuticals, once again wants to use humans as drugs for aliens, only this time they want to distribute the goods as prescription medication. Yep, it's time to take on Big Pharma.  To do so, you will select and hunt down specific targets involved with Rhea Pharma, including an elite billionaire bankrolling the company, a politician trying to swing legislation beneficial to the company, and more. The social commentary is about as subtle as a hammer to the skull, but the story is well written, which makes that commentary worth experiencing.    The Outlaw is once again equipped with Gatlians, talking guns that provide as much commentary as they do combat prowess. Each Gatlian that joins you fulfills a certain firearm archetype: Sweezy is the automatic pistol, Gus is the shotgun, and Sheath is the assault rifle, among others. They all also have special abilities that help you get around in the world, and it helps make them all feel like equal parts of a big team. The banter back and forth between the talking guns and other characters is still as wacky as the first game, too. There's also a new character named Jeppy, a human/Gatlian hybrid who, once his meter is charged, can enter a battle and perform three powerful electrical attacks before disappearing. He can also only say his own name, though he says it with such delight that smiles are inevitable.  Unfortunately, Jeppy was also the source of a weird technical error in the Xbox version in which this was reviewed. Any activation of Jeppy would cause the game to crash. No warning, no justification, nothing but the Xbox dashboard's main menu. This began in the first battle after meeting Jeppy, and then continued in subsequent battles. Thankfully, no battles required the use of Jeppy, and one accidental Jeppy summon did bring him into action, but that took place in the final waves of enemies before the final boss, and by then, it was too little, too late. In all, the game crashed about five times during this review, but three of them were Jeppy-related, while the other two were random one-off instances. While the world of High On Life 2 isn't overwhelmingly large, Squanch has made getting around in the city a breeze with a new skateboarding mechanic, frequently turning this first-person shooter into a first-person skater. Moving around the world on this skateboard is quick and easy, with plenty of places to grind a rail or jump onto a higher platform. The platforming is not quite as precise as I hoped, but thankfully, the checkpoint system is forgiving, allowing for quick restarts after falling into a pit.  This new movement, in tandem with the varied arsenal, creates a combat system that's incredibly satisfying. Blasting through hordes of colorful and silly enemies is a delight, especially in later missions when you have more combat options to consider. Zooming around a battlefield, dodging enemy attacks, and returning fire makes for the best kind of chaos, all while the Gatlians cheer on the Outlaw as they're blasting away.   That extends to the boss fights as well, which are mostly standard "large arena against massive enemy" style battles, but still offer plenty of good action. In fact, there's one phase of a particular boss fight that's so off-the-wall, I genuinely do not think I have ever seen anything like it before. That is a cliche, yes, but in this case, it is difficult to come up with anything that remotely compares to it from any game in recent memory. In and out of battle, the Gatlians are still very good at making you laugh, though most of the jokes fall into that Adult Swim irreverent style of humor. That style isn't everyone's cup of tea, but swearing and fart jokes do work hand-in-hand with some genuinely funny and clever moments. The shopping area in the hub world has some laugh-out-loud attributes, and you'll also once again be visiting a chain restaurant to have dinner – though this time, it's not Space Applebee's.  More than all of that, the biggest high you'll get from High On Life 2 is the sheer creativity on display. It's abundantly clear that Squanch Games asked "what if we did this?" a lot during development, and most of those silly ideas made it into the final game. Wild thoughts like "What if we made a dual-wield weapon that's a married Gatlian couple on the edge of divorce, and explore that dynamic" or, "Hm, we need a voice actor for one NPC, what's John Waters up to?" are executed incredibly well throughout the entire game, and you never really know what's going to come next.  High On Life 2 sets out to make you laugh, and it does a good job of it. It also sets out to bring you stylish, fast-paced combat with cool movement, and it does a good job of that, too. This is the kind of game that you can put on, laugh at for a while, and forget what's troubling you, even though reminders might slip in through the pointed social commentary. High On Life 2, despite being a battle against Big Pharma, is just what the doctor ordered. Score: 8.75 About Game Informer's review system
Game Informer ReviewsFeb 13
High On Life 2 Review
High On Life 2 ReviewLike a joke you've heard before, this sequel just doesn’t land quite as well as the original.
IGN PC ReviewsFeb 12
Highguard Review
Highguard ReviewCompelling gunplay and a unique raid mode help this FPS stand out.
IGN PC ReviewsFeb 11
Reanimal Review - Doomed, But Not Alone
Reanimal Review - Doomed, But Not AloneWe're running through an abandoned room with a wheel we need to attach to a cart outside in order to escape. My co-op partner and I scream in unison as hollow, slimy ex-human skins slither quickly after us. One snap at our ankles and we'll be dead, forced to restart the encounter. It's almost needlessly tense--the respawn points are very forgiving, and there's nothing at risk here--but somehow these eerie undead creatures have my heart racing and palms sweating. I don't want to be caught by them, whatever they are, and however they came to exist. Where Tarsier Studios faced criticism for muting the distorted and disturbing imagery of the original Little Nightmares game in its 2021 sequel, the developer has returned to its most outlandish in Reanimal. The gut-wrenching feeling of discovering a giant, mutated beast of an animal is strangely comforting in a nostalgic way, meaning that not only does Reanimal live up to the legacy of Little Nightmares, it surpasses it. Despite its haunting and unsettling atmosphere, Reanimal is thoroughly enjoyable. I find great delight in dragging my co-op partner toward what appears to be a dead end, only to find a narrow crack in the brickwork that we can squeeze through to uncover collectibles or other secrets. I'm not usually one to seek Trophies or Achievements, but Reanimal makes me want to uncover every corner of its sordid environment just to absorb more of its world. Reanimal places you in the shoes of orphaned siblings trying to rescue some missing friends. As the game is the brainchild of former Little Nightmares creators, I already know to expect fragmented storytelling, uncovering lore as we go through the haunting experience--each secret adding more layers to the siblings' narrative. This leads to plenty of theorizing between my companion and I as we progress through the game, most of which turns out to be hilariously incorrect. Continue Reading at GameSpot
GameSpot - Game ReviewsFeb 11
Reanimal Review – Macabre Merit
Reanimal Review – Macabre Merit Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, Switch 2, PC Publisher: THQ Nordic Developer: Tarsier Studios Rating: Mature Reanimal is an adventure game: you press forward, avoid untimely deaths, collect keys, and work with your partner to escape. But Reanimal is also a punctual game about the cost of war, and the children, always innocent, whose lives will forever be marred by the actions of adults – endlessly greedy, cruel, and disgusting. Developer Tarsier Studios has crafted its best gameplay yet, with cinematic cinematography, macabre puzzles, and a dynamic use of mechanical and engaging verbs. Its co-op design, however, is lacking, making little use of playing with someone beside you or in your headset. Playing with the AI instead solidifies that Reanimal is best played alone, soaking in the bloodshed Tarsier asks you to endure.  Watch Our Reanimal Review:   As the name implies, animals play a significant role throughout the five-hour duration of Reanimal – they are metaphors for what the worst of humanity can become when their fangs come out, and the twisted and bloodthirsty creatures that will pursue you endlessly in this hell. Animal lovers beware: I bludgeoned raucous seagulls to death with a crowbar, listened to pigs squeal until they couldn’t anymore in a barn lit ablaze, and fired missiles at hulking horses, amongst other things. It was graphic and gruesome, but it was the only way to save the protagonist’s friends, and so I trudged on. This game is not kind, but it is touching in an admittedly sick way, revelatory of the struggles of children whose streets have become trenches and how far they must go to reclaim the innocence they deserve.  Your enjoyment with Reanimal as a game will depend on how far you’re willing to follow these kids through hell to rescue that innocence. Controlling the Boy with an AI companion controlling the Girl, his sister, reduces the dissonance that otherwise appears when laughing,yelling, and thinking out loud with someone on the couch next to you, playing as the Girl (and no, you don’t get to choose who plays as who). This somber journey is best played in silence, and the lack of smart co-op mechanics proves that point. As I searched for keys to unlock doors while hiding from elongated men, stretched and deformed to an almost unrecognizable state, I forgot the Girl was with me, save for her occasional grunts. While hiding from that same man, now ironing the cold and gray skin of the dead spilling out of every nearby apartment building, I never worried about whether the Girl was sneaking successfully to the next room over. In co-op, though, the communication between me and the person I played with shattered the tension, piercing an atmosphere crucial to the formula.  A few strong moments do counter my feelings on the co-op. I enjoyed playing together for miniature combat arenas and boss fights that amp up the stakes and drama that the dreary, slow, and methodical puzzles keep at bay. The same goes for chase scenes, reminiscent of ‘90s platformers where I ran toward the screen, jumping over boxes and sliding under planks while sprinting away from something I can only describe as a perverse cross between a man and a lamb.    Though I love this specific style of adventure game, its formula has waned in recent years as it felt like developers have struggled to introduce new terms to the diegetic vocabulary of the genre’s mechanics – I can only jump over gaps, open up trap doors that require two sets of hands, and solve simple environmental puzzles for so long. Tarsier is aware of this, adding a variety of verbs like shoot, beat and bludgeon, throttle, aim, and drive to the adventure lexicon, and Reanimal is the most arresting game yet of this ilk in some time.  Its audio design matches the gameplay in stride, but the same can’t be said for its visuals – though horrendously gorgeous (and it runs perfectly), the various settings are bleak and drab. Fitting of the narrative, yes, but my eyes had little to feast on in an undisclosed apartment building, a sandy overrun highway, and a wartorn metropolis. The monotony of Reanimal’s grays does, however, allow explosions of color to shine with otherworldly terror and mystique.  Reanimal is a simple game with a challenging subject matter. Those looking for a fun co-op experience should look elsewhere, as it is neither great as a shared experience nor fun. But it is thought-provoking and stimulating, and if you can stomach combat suicide, animal harm, and more – all proxies for the effects of war on the people who wage it and the victims of that destruction – Tarsier has created something worth wrestling with.  Score: 8.25 About Game Informer's review system
Game Informer ReviewsFeb 11
Review: Mario Tennis Fever Is Stronger Than Aces
Review: Mario Tennis Fever Is Stronger Than Aces With Mario Tennis Aces , it felt like Nintendo did some experimentation to make the Switch title feel more like a fighting game and go beyond standard expectations of the sport. With Mario Tennis Fever as the first big Switch 2 Super Mario sports spin-off, it feels like a natural evolution of the previous game. Its new rackets feel great! There are a lot of modes, ranging from more traditional style games to Mix It Up ones with stage effects. If the Adventure mode was stronger, perhaps it’d be perfect. Mario Tennis Fever features all of the modes someone would expect from a Super Mario spin-off game. The most traditional types of tennis can be found in areas like the singles and doubles Tournament, the motion-controlled Swing Mode, and the standard Ranked, Local, and GameShare multiplayer matches. Both Trial Towers and Mix It Up involve certain restrictions in matches or special types of matches that could involve power-ups, Wonder Effects, or more unexpected challenges. Finally, the Adventure mode is a story about dealing with an unknown opponent with the power of tennis that feels like a really long tutorial. https://www.youtube.com/watch?v=RSyoMsWRL9I Yes, that’s sadly one of my biggest takeaways from the Adventure story mode in Mario Tennis Fever . Here’s the thing about it. While this is still a Camelot game, the campaign still isn’t as solid as the one we saw in Mario Tennis on the Game Boy Color. The story honestly is pretty entertaining. After going to get a legendary fruit Wario and Waluigi said could heal Daisy from an illness, the expedition Mario, Luigi, Peach, Wario, Waluigi, and Donkey Kong are on leads to them being assaulted by mysterious monsters. (Basically, Wario and Waluigi got greedy and intended to use the journey as an opportunity to steal treasure from the adjacent ruins.) Mario, Luigi, Peach, Wario, and Waluigi are turned into babies in the process. So, the two pairs of brothers head to the tennis academy to regain their strength to go back and fight in the hopes of defeating the foes and returning to normal.  The problem here is while there are eventually some fun matches with unusual situations and setups, so much of Adventure acts as a massive tutorial with tons of handholding. For example, the “singles” part of it just teaching basic shots and tennis skills before Luigi is even assigned to Mario as a doubles partner took me about 40 minutes. And then when Luigi does join up, that means unlocking and being guided through each of these minigame stations designed to grant experience and build up stats related to physical performance and shot strength one at a time. Once you do get past the extended tutorial elements, it’s generally fine, but there constant Talking Flower commentary and directing is a lot. Screenshots by Siliconera Speaking of which, I absolutely abhor the Talking Flower in Mario Tennis Fever . I understand that, as the most recent mainline Super Mario game, there are a lot of elements of it here from courts and rackets to Mix It Up mode elements. But the Talking Flower is somehow even more obnoxious due to how prevalent the commentary is. Moreso because in the Adventure and Tournament modes said jibber-jabber can’t be turned off. (In options, you can turn it off for other modes.) It’s worst in Tournaments, as by the final matches in the brackets I’d likely have my or my partner’s HP down low following so many matches, and every 30-60 seconds the flowery commentator would say, “Oooh, might be running outta steam!”  On the plus side, if you’re not in Adventure mode, the gameplay and features in every other part of Mario Tennis Fever feels pretty great. When it comes to selecting a court, character, and racket, the UI is clear about how you unlock inaccessible things. (And the requirements usually aren’t obscenely tedious or difficult.) There’s a wide range of characters that all feel quite balanced. The Fever Rackets with special Fever Shots are genuinely amazing. And the general match structure is strong with even some generally solid CPU intelligence. (I do wish my NPC allies in doubles tournaments would use their Fever Shots more, though!) Images via Nintendo Really, the Fever Shots feel revolutionary. They really do make Mario Tennis Fever feel special. There are tons of options and, as I mentioned in my preview , each one makes it feel like you’re equipping a fighter to head into a battle. My favorites are the ones that deal HP damage, especially if it makes a part of the course feel “off limits” due to hazards, like the Fire Bar, Volcano, and Fire Fever Rackets. However, the more unusual ones that offer support or negative status effects to the field, like the Shadow one that creates a doppelganger of yourself on the field or Banana one that leaves slippery banana peels can be handy too. It comes down to picking one that suits your playstyle to assist with your assaults, and the fact that they’re optional (unless you pick a mode that requires them or the Racket Factory Mix It Up mode that makes them essentially mandatory) makes it even better. As for the Mario Tennis Fever modes that aren’t the Adventure one, all of them feel mechanically sound in this Super Mario sports game. I felt like Trial Towers ended up being my favorite single-player experience, since it let me get right into different types of matches, though the Tournament is solid too and fantastic for unlocking things. Mix It Up stages, with confounding stage effects that can make things more challenging and end up being free-for-alls with pinball, piranha plants, and Fever Racket elements, are absolutely fantastic if you can get actual people to play with you. I felt like all the multiplayer modes also worked well, though I primarily tested out online multiplayer outside the preview session. There was a little lag in the Wonder Court Match, I think due to the fact that the ton of Trottin’ Piranha Plants were on-field at once, but Ring Shot, Forest Court Match, Pinball Match, and Racket Factory Match all worked wonderfully online. And Free Match is generally solid for customization purposes.  Images via Nintendo While I’m a bit disappointed in the Adventure campaign, Mario Tennis Fever feels generally strong thanks to its Fever Rackets and range of modes. There are a lot of different ways to play tennis packed into this Super Mario sports game spin-off, and they often play with the idea of using special abilities to make things more exciting. Which can mean things like Mix It Up and Trial Towers modes can feel a little extra entertaining. I appreciate what Camelot and Nintendo did here and how it built on Mario Tennis Aces .  Mario Tennis Fever comes to the Switch 2 on February 12, 2026 .  The post Review: Mario Tennis Fever Is Stronger Than Aces appeared first on Siliconera .
Reviews Articles and News - SiliconeraFeb 10
Romeo Is a Dead Man Review
Romeo Is a Dead Man ReviewThis sure is a Suda51 joint, all right.
IGN PC ReviewsFeb 10
Mario Tennis Fever Review - Bringing The Heat
Mario Tennis Fever Review - Bringing The HeatThough Bowser seems to be in the midst of a kidnapping or world domination on a regular basis, the Mario sports franchises show that the Mushroom Kingdom is a pretty friendly place. Even the villains are invited to compete in a pick-up game of basketball, or to hit the links in golf. At the same time, Mario's sports franchises across the Switch lifespan have been notably lackluster, offering slick presentation but very straightforward mechanics. Mario Tennis Fever, the first sports game as part of the Switch 2 generation, suggests that Nintendo has learned its lesson, offering a great new hook that is flexible enough to make for a wild party game atmosphere while also rewarding skilled players with another layer of substance. The core mechanics of Mario Tennis have remained unchanged across several games--different buttons are assigned to shots like topspins and flats, while quick two-button combos exist for some of the more specialized shots like drops and lobs. You can press a button slightly early to start charging your next shot, or double-tap for a power-shot. Choosing which shot to use and where to aim it, along with where you position yourself on the court to be prepared for the return, creates the essential rock-paper-scissors loop that makes these games a lightly skill-based experience. It's approachable, but with a higher skill ceiling than you may expect. But for the last several iterations, Mario Tennis has also been experimenting with new gimmicks and special powers, inching ever closer to making Mario Tennis more like Mario Kart--a game with effects so big and impactful that you really shouldn't take the competitive part too seriously. This time, the major new component is Fever rackets, a wide selection of special rackets with their own wild, game-altering effects. While you can play with standard rackets for a purer tennis experience, the Fever rackets help to elevate this into an arcade sports experience while still demanding skilled play. It's just a different kind of skill, as you're required to juggle your own special effects and avoid your opponent's while also planning your next shots. Continue Reading at GameSpot
GameSpot - Game ReviewsFeb 10
Romeo Is a Dead Man Review - Keep Sleeping, Dead Man
Romeo Is a Dead Man Review - Keep Sleeping, Dead ManRomeo Is a Dead Man is a strange game. That shouldn't shock anyone who has played and enjoyed previous works from executive director Suda 51 and developer Grasshopper Manufacture--The Silver Case, Killer7, Lollipop Chainsaw, and the No More Heroes series all contain wild tone shifts, interesting visual choices, and twisty, sometimes esoteric narratives. Romeo Is a Dead Man is strange in many of the same ways those games were, but something important's missing from it: a sense of purpose. In the game's opening moments, Romeo Stargazer, a sheriff's deputy with a taste for conspiracy theories, is brutally attacked by a monster in the middle of his hometown of Deadford, Pennsylvania. Thankfully, he's saved from death by his own time-traveling grandfather, who turns him into a cyborg with the Dead Gear Life Support System. Some years earlier, after the world is shattered by a mysterious singularity event, and Romeo--now known as Dead Man--is swiftly inducted into the FBI's Space-Time Police unit, where he's forced to hunt alternate-timeline versions of his amnesiac girlfriend, Juliet (yes, as in Romeo and Juliet), and a handful of other deviants who have holed up in the past. If the plot sounds like nonsense, it's worth noting that the game clearly knows this too. Sometimes its tongue-in-cheek humor lands--it's funny to get carted off for your "training" when you're already several levels into the game, for instance, and the way the game keeps flashing back to "previously on" segments depicting events that happened before the game started is amusing. The first boss is inexplicably called "Everyday Is Like Monday," and there's a good ongoing bit where characters keep correcting themselves after referring to the protagonist as "Romeo" instead of "Dead Man." Continue Reading at GameSpot
GameSpot - Game ReviewsFeb 10