Comprehensive Game Reviews
Comprehensive Game Reviews
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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
Review: Harvest Moon Home Sweet Home Is Underwhelming
Review: Harvest Moon Home Sweet Home Is Underwhelming I just don’t know about the Natsume original Harvest Moon entries sometimes. Sometimes, we’ll get one that’s passable and seems to at least get what we’d want from a Bokujou no Monogatari farming fame, like Harvest Moon: The Winds of Anthos . But then it seems like all lessons learned are forgotten. That’s when a game like Harvest Moon: Home Sweet Home Special Edition comes up and feels so lifeless, shallow, and oversimplified that it offers no motivation to keep playing. As in past Harvest Moon games, things begin with our avatar moving from the city to the country. In this case, we’re heading back to Alba at the request of a childhood friend. The town’s faded as folks leave for the lure of city life. (Which I understand, after seeing what the day-to-day looks like over a fifteen hour period!) This means tending some land, raising some animals, doing some light gathering, and fulfilling some fetch quests to advance the campaign, increase your stamina, and become a more adept farmer. While there’s also the idea that we’re helping the town grow in the process, that revitalization doesn’t feel as evident in Harvest Moon: Home Sweet Home as it does in other farming games such as Story of Seasons: Grand Bazaar or Fields of Mistria .  https://www.youtube.com/watch?v=XvWRsKieTRs Part of this is due to the routine we develop and interactions we engage in throughout Harvest Moon: Home Sweet Home compared to other Story of Seasons style farming games. We start with five hearts of stamina, and we only gain more as chapters go on and we get additional stamina. We go through our very flat and bland looking environments for our standard farming tasks. Part of this involves button mashing on field spaces to till the land and plant crops, since actions automatically happen based on context and don’t require switching to specific tools. Each day primarily consists of tending crops via planting and watering, then feeding and caring for animals. If you have energy left, then it’s off to town to check on requests or maybe to head to forested areas or water for gathering and fishing. “But Jenni, don’t all farming games involve these tasks?” Yes, they do. But they also make it entertaining and feel worthwhile via better pacing, animals that don’t seem to get stuck on areas, NPC dialogue that makes them feel like memorable and interesting individuals, and incentives that make your progress feel meaningful like relationships, farm growth, and town growth. None of Harvest Moon: Home Sweet Home feels worthwhile. Characters are flat and look very generic. I didn’t feel a drive to earn money and improve my homestead.  Images via Natsume The generic nature applies to everything. In addition to reused assets from past Natsume original Harvest Moon games, such as the aforementioned Winds of Anthos , nothing feels implemented well. The lighting system and textures used makes items feel disconnected and not part of a cohesive world. While there is some effort to set the main character and love interests a part a bit, any other NPCs look incredibly generic and built from the same template. It sometimes feels like the character is running “above” the ground or floating, due to design decisions, rather than walking through the world. And because of the art direction, there’s a lot of open space and asset models that seem like they were purchased from a generic pack instead of crafted for a specific theme and this game. In Story of Seasons: Grand Bazaar , as an example, it feels like everything is original and made to create a sense of flow and belonging, even though the animals and crops will look similar to ones in past games. Harvest Moon: Home Sweet Home also doesn’t feel comfortable to play. Tending crops sometimes led to me working on one I didn’t intend to or fertilizing the wrong one. The stamina system is terrible, and basically force you into only caring for your farm and perhaps talking to a few folks each day. While it isn’t too difficult to get Happiness to get through the chapters, earning it never feels satisfying. There’s so little to do and see, and that made me want to stop playing. Instead, I’d tend my farm each day, then immediately go back to bed. Even the overhead camera perspective almost made feel like that was forced into place to distract from the fact that the environments are so bland. Images via Natsume There are so many great farming games, and you should play one of them instead of Harvest Moon: Home Sweet Home Special Edition . Hell, off the top of my head I could recommend Story of Seasons: Grand Bazaar, Rune Factory: Guardians of Azuma, Dinkum, Fantasy Life i, Tales of Seikyu, and Fields of Mistria. Even Winter Burrow could qualify, since we grow mushrooms in the basement. This game doesn’t control well, has poor pacing, features a lifeless story, and looks so generic. Unless you’re 100% dedicated to playing every game with Harvest Moon in the game, I promise you that you can do better. Harvest Moon: Home Sweet Home Special Edition is available on the Switch, PS5, Xbox Series X, and PC.  The post Review: Harvest Moon Home Sweet Home Is Underwhelming appeared first on Siliconera .
Reviews Articles and News - SiliconeraDec 4
Octopath Traveler 0 review – A triumphant return to Orsterra that feels fresh, personal, and unforgettable
Octopath Traveler 0 review – A triumphant return to Orsterra that feels fresh, personal, and unforgettable Get ready for a new adventure, Octopath Traveler fans. Octopath Traveler 0 , the third installment in the JRPG franchise, has arrived with the confidence only a series this established can have, and it's welcoming back players who’ve been hungry for another epic HD-2D journey. We're travelling back to the continent of Orsterra this time around, but the franchise doesn’t just return to its old ways and slap a new number on it. Octopath Traveler 0 is full of new features, companions, and collectibles to find, making for a gameplay experience that truly pushes the series in a new and exciting direction.  In 0, you create your very own character instead of taking on the role of one of eight premade characters—a franchise first. Customization options are limited, but you can select your hair, voice, victory pose, class , and a few items to start your journey with. You play as a resident of the small village of Wishvale, which is tragically burned to the ground. That’s when the real story begins, and it’s one of vengeance and rebirth as you hunt for the villains responsible for the destruction of your hometown. You get to choose one of eight classes. Screenshot by Destructoid Set prior to the events of the original Octopath , the game is split into two main narratives: one to get revenge, and one to rebuild Wishvale. The first evolves into something much larger than you originally imagined, circling themes of greed, self-sacrifice, and companionship as you take on the role of the Ringbearer Chosen. You’re bestowed a powerful ring from Aelferic, one of Orsterra’s many gods, and you must hunt down and seal away other rings that have fallen into the wrong hands. Though the story’s pacing can be odd at times and some key players are introduced without much buildup later in the game, there’s plenty of twists and turns, and I’d be lying if I said I didn’t audibly gasp at certain reveals or shocking moments.  The narrative line to rebuild Wishvale involves gathering residents, erecting homes and shops, and decorating the town. It’s not a free-for-all, though; you have to progress through the questline to unlock various structures, decorations, and building areas. Certain residents won’t appear until later on in the questline, but their return transforms what was scorched earth and piles of rubble into a bustling town full of life. This slow build makes the storyline successful; it really does feel as though you’re rebuilding the town one house at a time. Your version of Wishvale evolves in front of your eyes, and it’s a heartwarming story of perseverance that you play an active role in. You can decorate your town to make it your own. Screenshot by Destructoid Rebuilding Wishvale makes for a wholesome and satisfying experience. Screenshot by Destructoid Octopath games are known for their companions, but in 0, the teammates just don’t seem to end. With over 20 companions , you’re not just assembling a team—you’re building a small army. Just when I thought I was done enlisting characters to my cause, another one would pop up on the map, and by the 15th, I started to feel a little fatigued from my recruiting efforts. There are about two to three companions for each archetype, with a few new classes thrown into the mix (though these new classes are more like a combination of older ones). You don’t have to recruit all of the companions—or any of them, really. But if you’re like me and want to experience everything the game has to offer, you’ll be parading around Orsterra with what feels like, at times, a literal parade of people. With so many teammates, you’re sure to have an A and B team, and likely even a C team. On one hand, this leads to experimentation with tons of different playstyles and party compositions. On the other hand, keeping up with equipment and distributing attribute nuts becomes a hassle. There’s also always going to be a character who’s under-leveled and ends up sitting in your reserve as your A team sweeps up. The Training Ground, a structure at Wishvale that trains up allies while you battle from afar, helps alleviate this issue slightly, but it didn’t prevent the constant need to juggle your companions if you want to make use of all of them. Unlike other Octopath Traveler titles, very little of the main story involves your teammates outside of the core cast. Sure, they’re there to accompany you on your own travels. But most don’t have their own questlines, or the ones they do have when you first recruit them are very short. It doesn’t defeat the purpose of an Octopath game, but it deviates from the norm and could frustrate franchise fans who enjoyed the emphasis on companions. At times, it feels as though the only part of the game that retains the “Octo” is the fact you fight with a maximum of eight party members at a time.  For the combat experience, you’ve got the same turn-based system, backline and frontline mechanics, weak points, and stats that influence your power or speed in battle. 0 spices up the formula by introducing a new weapon type and allowing you to mix and match attacks with the use of Masteries , equippable skills you can find around the world or by spending JP to purchase them from your teammates. The game also adds Ultimate Techniques, powerful attacks that generate slowly the longer a character spends in battle. If you enjoy the gameplay loop from the previous games, you’re sure to appreciate it in 0 since the core mechanics have remained the same outside of these few new additions. Alexia's Ultimate Technique, Ancient Magic. Image via Square Enix What’s hard to appreciate, however, is the lack of difficulty, especially in the earlier stages of the game. I had battles where one character would singlehandedly mollywhop an entire group of monsters with just one attack while my other companions looked on. Roads connecting the first few towns where a third of the story takes place all housed extremely low-level beasts, and I found myself fast-traveling more often than not to avoid the repetitive and often annoying random encounters. But when I hit the later stages of the game? Oh, how the turn tables. Suddenly, I was the one receiving a beating, as all my teammates were one-shot. Perhaps it was my inability to properly distribute stronger armor across my company of companions, or perhaps it’s just an issue with the game's balancing. Either way, it was a jarring transition from earlier in the game, and suddenly I was grinding encounters and spending all my hard-earned Leaves at local shops to outfit my teammates in the best gear—gear that I had, up until that point, almost completely ignored. What 0 loses in the series’ companion-first narrative focus, it gains in customization options. From building your team to altering your character’s look, 0 gives you the reins and lets you tailor your experience to your own desires. Now, don’t get me wrong, the options aren’t endless. I could spend hours decorating my town, meticulously landscaping and readjusting buildings to get them to look just right. But with each town level, you’re capped to a specific number of decoration items and structures you can have at one time, meaning you can’t just decorate to your heart’s desire. Limiting the number or types of buildings you can have? Fine, I get that. We have to play along with the story, after all. Preventing me from planting the flower garden of my dreams? C’mon, devs! While it encourages progressing through the game’s storyline and completing challenges to raise your town’s level and up the number of decorations, it’s still a head-scratching limitation.  Town-decorating isn’t the only place where the developers pull back on the leash. On multiple occasions, the game gives you dialogue options in a quest. An NPC will ask you to assist them in fixing their problem, and you’ll have the option of telling them to kick rocks. But don’t be fooled—you don’t actually have a choice. If you reject them, you get stuck in a dialogue loop until you agree to help. Why game developers waste resources on adding this illusion of choice is baffling. It adds nothing to my experience if I choose to help someone when I know I’m going to have to if I want to progress the storyline. And if I reject them, skipping through the same lines of dialogue to get back to the original choice is no fun either. Despite all this, I found myself hooked on this game for the several weeks I spent with it. With the first Octopath Traveler , the experience dragged on. But with 0, there was always something to do. Want to take a break from the story? Go hunt for some lumber to build your next house. Done tweaking your town to your liking? Stop by a neighboring town to pick up your next companion. You can cook, recruit NPCs to live at Wishvale, hunt mega beasts to fill the Monster Arena, or search for collectibles to fill your museum. There's plenty to do, and I never found myself bored while exploring Orsterra, even when my time with the game ticked past the 60-hour mark. Your companions and fellow Wishvale residents are there to see your journey to the very end. Screenshot by Destructoid Whatever you choose to do, it's done against an incredibly gorgeous backdrop. If you’ve played an Octopath Traveler game, you’re more than familiar with how far Square Enix has pushed the boundaries of what it can do with pixelated, 2D graphics. The scenery is truly breathtaking, and there were plenty of moments where I stopped just to take in the visuals. How the development team gets that water looking so crispy or those snowflakes so beautiful is an enigma to us all, but boy, is it striking. All in all, Octopath Traveler 0 is a delightful experience that offers something new to the franchise. Though it deviates from the franchise’s narrative formula, it’s worth picking up if you want a solid, turn-based JRPG experience. And if you’re already a fan of the series? Start packing your bags, friend, we’re heading back to Orsterra. The post Octopath Traveler 0 review – A triumphant return to Orsterra that feels fresh, personal, and unforgettable appeared first on Destructoid .
Reviews Archive – DestructoidDec 3
Octopath Traveler 0 Review in Progress
Octopath Traveler 0 Review in ProgressThe path traveled is a long one, but worthwhile so far.
IGN PC ReviewsDec 3
Octopath Traveler 0 Review - From Zero To Heroes
Octopath Traveler 0 Review - From Zero To HeroesOctopath Traveler 0 is now the third main game in the series that began Square Enix's "HD-2D" renaissance, taking both cult-classic and classically styled RPGs and imbuing them with a particular visual look and feel that pays homage to the heyday of 16-bit RPG excellence. Octopath itself has been iterated on enough that it's forged its own identity within that framework, giving Octopath Traveler 0 the freedom to break some of its own conventions and iterate on others. It's a reimagining of what an Octopath game means, and more than that, an excellent game in its own right. Octopath Traveler 0 begins with character creation, which itself is a big departure from the Octopath norm. The games have previously told eight interconnected stories, each focused on named, individual characters. This new approach has you create your own protagonist, and they remain locked in your party throughout the entire game as the rest of it is filled in by various companion characters who you meet along your journey. The character creation is simplistic, with a handful of options for aspects like hairstyle and eye shape, but rendered in a retro pixel style that's enough to give you a good deal of flexibility. That pixel-art style is largely unchanged from the previous two installments, and like many of the HD-2D games, it's an acquired taste. I found the lighting effects on the sprites to be distracting and washed out in handheld mode on Switch 2, but it looked much better on a big screen. Still, I find the art style in general to be fairly muddy and desaturated, and would appreciate the occasional vibrant splash of color, which Octopath 0 rarely provides. Continue Reading at GameSpot
GameSpot - Game ReviewsDec 3
Octopath Traveler 0 Review - Going From Zero To Hero
Octopath Traveler 0 Review - Going From Zero To Hero Reviewed on: Switch 2 Platform: PlayStation 5, Xbox Series X/S, Switch 2, PlayStation 4, Xbox One, Switch, PC Publisher: Square Enix Developer: DokiDoki Groove Works, Square Enix Rating: Teen Octopath Traveler 0 offers a significantly overhauled – and improved – PC and console port of the previously mobile-exclusive Octopath Traveler: Champions of the Continent. With the gacha mechanics stripped out, Octopath Traveler 0 is a premium, well-paced game. Its expanded gameplay mechanics distinguish it from its predecessors and it has a stronger focus on storytelling, but its bloated cast makes it hard to care about most of the characters. Octopath Traveler 0 is a prequel that follows the Ringbearer, as they traverse through the continent of Osterra after their hometown, Wishvale, gets burned down by bad guys who are looking for the magical rings, ancient artifacts that grant immeasurable power. Whereas the previous two games told eight separate stories following each of the main party members and tried to interconnect them, Octopath Traveler 0 takes the opposite approach by focusing on two primary stories: the search for the rings and Wishvale’s revival. As a result, Octopath Traveler 0’s story is much more coherent. The main supporting cast is smaller, featuring the upbeat architect Stia, the brave hunter Phenn, and the kind priestess Laurana. They receive the bulk of the character development, and this tighter emphasis makes them more compelling compared to the main casts of Octopath Traveler and Octopath Traveler II.   There are over 30 playable characters, and unfortunately they don’t get the same amount of time in the spotlight as the main cast. After meeting certain conditions, you can start a side quest to recruit them, providing some interesting backstories. But afterwards, most of them don’t really engage with the Ringbearer’s main quests, which makes them feel like an afterthought. While they do interact with each other in optional “party chat” cutscenes, viewing them doesn't provide any tangible reward, and so I ended up skipping most of them. They’re also not voiced, making them less impactful. With the huge roster, Octopath Traveler 0’s gameplay has changed a bit. The amount of characters you can have in battle has been expanded to eight, with four in the front line and four in the back. This creates fun party setups to see which characters I can pair together to have the best synergy, as well as more opportunities to exploit enemy weaknesses since you have access to more elements and weapon types during battle. The BP system remains virtually unchanged from previous games, but that’s a good thing. You can stack and spend BP to launch multiple standard attacks in a single turn, or make special skills more powerful, leading to increased damage and broken shields. The downside is that BP isn’t replenished on the turn you decide to use it, so there’s a strategic element to using the system. Should I wait to make my one attack hit much harder, or prioritize breaking an enemy’s shield with weaker hits first and stun them? It makes battles much more engaging, having to plan out my moves and adapt on the fly. The HD-2D art style is, as usual, gorgeous, both during and outside of combat. Weapons and elemental spells are unleashed in a blaze of beautiful particle effects. Running around Osterra is a sight to behold as environments are breathtaking and immersive. The game runs smoothly on Nintendo Switch 2 as well, with no noticeable performance issues.   Restoring Wishvale plays like a fun town-building mini-game, but players shouldn’t expect something as meticulous or in-depth as games like Frostpunk or Cities: Skylines. Octopath Traveler 0 is an RPG first and foremost. The much more simplistic nature of its town-building mechanics feels non-intrusive and complements the RPG elements well. Not only does advancing Wishvale’s storyline provide more worldbuilding and character development, but you get substantial incentives too. For example, you can build a dojo for your benched party members to earn EXP while your main party is with you out in Osterra. Octopath Traveler 0 is a slightly different approach to the series, especially since it’s made up of readjusted elements from the Champions of the Continent mobile game. Despite the inflated cast, the main characters are likable, and smart changes to the core battle system and the town-building aspect differentiate Octopath Traveler 0 from its predecessors. It's got a solid story and combat that puts a captivating twist on the classic turn-based formula. With a staggering amount of content, Octopath Traveler 0 will keep you entertained for dozens of hours. Score: 8 About Game Informer's review system
Game Informer ReviewsDec 3
Escape From Tarkov Review
Escape From Tarkov ReviewThe pioneer of the extraction shooter is still compelling, but it's also saddled with plenty of issues.
IGN PC ReviewsDec 2
Horses Review
Horses ReviewThis unsettling horror game banned from Steam tells a harrowing story you won’t soon forget.
IGN PC ReviewsDec 2