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.
Review: Mega Man Star Force Legacy Collection Preserves More Classics
Review: Mega Man Star Force Legacy Collection Preserves More Classics When it comes to Mega Man handheld spin-offs, the Battle Network entries are some that tend to steal the show, but seeing the effort Capcom put into Mega Man Star Force Legacy Collection makes me hope this compilation will help more people appreciate this trilogy as well. With this selection, we’re seeing full and complete versions of games, including elements that were formerly exclusive to Japan, while preserving the online experience for people who do want to play that way. It’s yet another solid example of Capcom game preservation. With the artistic direction, pairing of a young adult with a powerful ally who can help them save and protect their community, and collection of cards for attacks, it’s easy to make comparisons between Mega Man: Battle Network and Star Force , and I generally think there are enough commonalities with regards to design and narrative choices to make one worth trying if you like the other. Here, we follow the adventures of a young man named Geo Stelar. After the trauma of losing his father, he wants desperately to hope he’s still alive and follow in his footsteps as an astronaut. It’s because of that drive and grief that he’s given the Visualizer by his father’s former coworker and friend. When he uses it, he meets Omega-Xis, an alien from Planet FM who knew his father. The two of them end up fusing to become Mega Man. With that ability, the two can head into the Wave World and protect the Andromeda Key while working toward Geo and his father’s dreams.  Things start with us seeing Geo deal with his grief over the loss of his father, get accustomed to socializing with peers, handle the shock that comes from being paired with an alien being, and grow into a hero capable of handling the responsibility and abilities thrust upon him. I will say that the first game ( Dragon/Leo/Pegasus ) does take a bit of time to find its footing both with the narrative and gameplay, especially since it’s new to us. By the end, it all comes together, and the series then very much hits its stride by the sequel Zerker x Ninja/Zerker x Saurian. I suspect someone will be fully invested in Geo and Mega’s story and in finding the best combos.  https://www.youtube.com/watch?v=Q073yGVIyQ0 In terms of gameplay, Mega Man Star Force Legacy Collection ’s three entries combine the collecting element and balance of real-world and Wave World elements. Like Lan in the Battle Network series, Geo is collecting abilities and forming a deck of sorts for battles. The difference here is perspective. While the exploration feels similar, the fights feel like action-RPG rather than a strategic situation. We watch from behind the Mega Man fusion of Geo and Mega, then select the Battle Cards that appear from our set folders to attack. By picking certain ones in the right order, we can trigger combos. So yes, there’s a strategic element to it, but it feels faster-paced and more active.  Which makes it feel like a good time to talk about why the Mega Man Star Force Legacy Collection is honestly sort of worth it just for said Battle Cards. This compilation includes what are essentially full and complete versions of each version of the three entries in the series. Capcom completely preserved pretty much everything. Now, each installment had some exclusive cards. So if you’re playing Mega Man Star Force: Dragon, Leo, or Pegasus, there will be some abilities only in each game like Dragon Sky GX, Life Aura, or Pegasus Magic. However, there were also some only available via events or crossovers that previously only appeared in Japan, like the Andromeda Giga Card or Lunar Knights crossover ones. Those are here! It’s a fantastic and, as I’ve mentioned a couple times already, a wonderful means of preserving the full experience as Capcom intended. Another element that’s preserved is online multiplayer. You can battle other people and trade cards. There is a platform limitation in effect, so there’s no cross-play. However, it does mean you could pick one version and trade with someone else online to complete a Battle Card collection. Casual, Friend, and Ranked Match options are all available. Images via Capcom It’s also taking cues from past Capcom compilations, as the Mega Man Star Force Legacy Collection features a lot of quality of life changes, with some of them being optional, and the standard art gallery and jukebox for soundtracks. For example, you can choose the standard appearance or an HD filter that updates the appearance, and there is a similar choice for the Battle Cards art and soundtrack. Minigames use buttons instead of touch screens. There is a new optional difficulty and you can use a Mega Buster Mode to make battles easier. There’s an auto-save, which I appreciated. Most importantly, the Noise Mod Gear is present and immediately available without any unlocking in Mega Man Star Force 3: Black Ace and Red Joker . So you have the Noise, Purpose, and White Cards.  But the real gem here is how much control you have over gameplay. It isn’t just about choosing a difficulty or using an upgraded buster to breeze through a fight in Assist. You can determine how often you encounter enemies, with four varying degrees or the ability to turn them off completely. It’s possibel to turn guaranteed escape on. You can adjust damage reduction percentage. After a fight, you can choose to have Mega Man fully recover and determine how much reward Zenny he gets. You can turn the EX/V2 Boss Locator on or off. It’s even possible to set up a TATE mode display so both the top and bottom screens appear, as there are center, top/bottom, left/right, and vertical as possibilities. The only downside is, if you have a Flip Grip, Mega Man Star Force Legacy Collection isn’t really compatible with it. That’s because when you select “vertical,” then insert the Switch in that peripheral, it will automatically be upside down.  There are some elements to Mega Man Star Force Legacy Collection that bother me a bit, but they’re incredibly minor compared to the additions present. Some of the UI choices look a bit odd, in terms of fonts, and it features the same sort of filter as the Mega Man Battle Network Legacy Collection did. But then, I’m also the sort of person who’d probably have been happy to get all of these games on more platforms without any HD additions or adjustments. It’s something you do eventually get used to, but given how many other times we get choices to choose how we want the games to sound or what the dual screen layout should look like, I sort of wish there was a UI option as well. Likewise, sometimes the HD filter bugs me in the same way the Mega Man Battle Network Legacy Collection ’s did. Images via Capcom Mega Man Star Force Legacy Collection is another win for Capcom game preservation efforts. It grants us access to elements unseen outside of Japan. We get complete control over the experience, with opportunities to make it easier or more difficult. We choose exactly how it displays, making the two-screen game feel as comfortable as someone would like. I’m still a bit disappointed with some font and HD filter appearances. But if you love Mega Man , this is another lovely tribute to an enjoyable spin-off series. Mega Man Star Force Legacy Collection is available on the Switch, PS4, PS5, Xbox One, Xbox Series X, and PC .  The post Review: Mega Man Star Force Legacy Collection Preserves More Classics appeared first on Siliconera .
Reviews Articles and News - SiliconeraApr 2
Super Meat Boy 3D Review
Super Meat Boy 3D ReviewSuper Meat Boy 3D proves that Meat Boy can work in three dimensions, even if some perspective-related issues keep it from reaching the heights of the 2010 classic.
IGN PC ReviewsApr 1
Review: Fishbowl Covers COVID Isolation, Grief, and Growing Up
Review: Fishbowl Covers COVID Isolation, Grief, and Growing Up Fishbowl is an unusual experience that, on the surface, looks like a life sim, but is more of a brief visual novel where your day-to-day choices for Alo determines what happens next for her. And boy, does she need it. She’s not just dealing with one major life change and type of potential trauma, but three. It’s an examination of a life and how someone moves forward when dealing with different types of stress, as well as an examination of how small actions and interactions can change your life. Aside from a little tedium, it can feel cathartic helping someone move forward and heal.  Alo is going through a lot. She’s only 21, so she’s just become an adult. She’s gotten her first major job, which entailed a move to a new city. She doesn’t know anyone there, beyond meeting the landlady. COVID started, resulting in remote work and social distancing. Oh, and her grandmother died, and she wasn’t able to see her right before it happened. And as a result of that and the current cultural situation, her family’s tea shop looks like it might close. She’s uncertain about her position, wants to be home, can’t write like she used to, and experiences nightmares every night. After a shipment from her mom of some of the things her Jaja left her arrives and a small goldfish toy she named Paplet and used to love is in it, it comes to life. Over the next month, her interactions with the toy, her job, the people she can connect to virtually, and items in her home can help shape the course of her life. https://www.youtube.com/watch?v=AVyBv_qZ6xs There is so much happening to Alo at once in Fishbowl that it almost seems unbelievable, and it’s absolutely overwhelming. If it had just been a tale about dealing with grief while far from home, that would have been traumatic enough, but we’re also watching a young woman who doesn’t have much faith in herself get accustomed to an incredible job (that she clearly does deserve), adjusting to life on her own, and handling the measures you need to stay safe during a pandemic. Her grief over her family’s loss does feel like the focal point, with imissmyfriends.studio sort of prioritizing that element of the story, but the 30 virtual days do spend a lot of time dealing with all of these combined elements and the way they can weigh on an individual in a way that makes sense.  Each day, there will be both scripted and unscripted events for Alo to encounter. Some of them involve Paplet and seeing past members with Jaja and other people important to Alo. Going through the editing minigame, which involves sorting items constantly moving into the right spots and deleting errors, is another and provides a means of seeing her interact with new coworkers. A friend or family member will usually call. There will be packages from Jaja’s home to sort as you go through the things she left behind. Optional activities are also possible, like eating meals, cleaning up, binge watching shows, doom scrolling social media, trying to write, and bathing. All of these can influence Alo’s mental state, which is also represented by bars and visual cues. Some are more neutral, but there are also ones with clouds overhead to suggest depression and a growing plant to signal optimism.  Images via imissmyfriends.studio A thing that struck me is, as I started Fishbowl and learned how each kind of action influenced Alo’s current mood, I often felt afraid to do anything. Since her responses to people are tied to that, you can be locked out of selections if she’s too upset. Since you have no idea how different things in her apartment will affect her until you do interact with them, I found myself going out of my way to engage in repetitive (positive) activities to keep her spirits up. Likewise, if you’re hoping for more negative reactions, those can be walled off by her being in too good of a mood. (Though frankly, it seemed easier to bring her down.) It is something you become aware of very early on, since as the game begins Alo isn’t in a good place. However, since many of the positive actions are repetitive ones that can also be tied to quick-time event style interactions, that also can drag things out a bit.  While for the most part Fishbowl is a exploration game and visual novel that prioritizes choosing what Alo does and how she responds to people, there are some minigames. The video editing and unpacking ones are both quite pleasant sorting activities that aren’t too tedious. In the former, you move the current item up or down so it is in the correct line, then press a button to quickly drop it into the correct position (or delete it). At most, it lasts a few minutes, and there’s positive reinforcement interactions with pleasant coworkers when it’s done. Unpacking means picking up and shifting things around in boxes to clear a path to a specific item in a method that feels inspired a bit by sliding tile puzzle games. With smaller actions like making food, washing dishes, doing laundry, or even using the toilet, you see a series of a few small images with directions below them. There’s no explanation as to what to do or press, though it’s fairly obvious except for one occasion in which I didn’t catch on that I needed to hold a trigger rather than press or hold a button. (The options do offer an accessibility option tied to those two minigames, but there’s none to eliminate the quicker interactions.) I felt like it helped reinforce a routine for the heroine. Now, that might feel a bit tedious to maintain over the in-game month, but it is there and there are benefits. Images via imissmyfriends.studio But what really is striking about Fishbowl is the artistic direction. For a game set in such a small space, it feels quite detailed. The spritework for Alo’s apartment and the things she finds when unpacking Jaja’s items are delicate and intricate. The character designs for her and her friends are gorgeous and filled with little details that cover their personality and culture. I love that when we see the video calls between her and other people, we also get to see a small video of her in the corner that shows her reactions. It’s quite pretty, and the setpieces and layouts feel meaningful. Fishbowl is a heartfelt story about dealing with many different life changes and traumas at once, all while finding a way forward. How we do so depends on choices we make. Not just responses to people around Alo, but how she chooses to live her life and push forward. While some of that routine might feel a little boring, that too feels like a commentary on life and how difficult it might feel to keep moving forward when seeing tangible results takes time. It’s one of those games where you start to really see how important actions are once you’re a few hours into it. Fishbowl is available on the PS5 and PC. A demo is available. The post Review: Fishbowl Covers COVID Isolation, Grief, and Growing Up appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 31
Review: Otome Daoshi Leans Into Anime and Manga Aesthetics
Review: Otome Daoshi Leans Into Anime and Manga Aesthetics Otomate and Idea Factory otome visual novels can often follow the same sort of gameplay patterns and decisions, so it’s always fun to see something a little different. Otome Daoshi: Fighting for Love , Aksys’ latest pick-up, is a fantastic example. It is a new game from all three and, while it is still a traditional visual novel, it leans into the martial arts themes by also incorporating some anime and manga design directions. However, in the process we lose some of the standard otome visual novel niceties.  As Otome Daoshi begins, it feels a little like we’re being set up for something that might feel a bit like an otome game with a Dragon Ball style 21st World Martial Arts Tournament setting. Shunlin is a martial artist who is also training to be a daoshi. However, while she’s preparing to attend the Tournament of Valor with her grandfather and older brother figure (and possible love interest) Haoran, disaster strikes. Undead jiangshi, the exact types of entities daoshi take to the Forest of Chiming Souls to keep the dead from being abused or harming the innocent, appear and attack. Shunlin and other individuals there to attend or compete in the event, like love interests Longli, Shaowu, and Yuhang, get caught up in investigating and saving the day, while falling in love along the way.  https://www.youtube.com/watch?v=URSEVCsL8HE In terms of execution, Otome Daoshi plays like a standard visual novel. You make choices and read along with the story. Rather than your degree of affection determining which route you end up on, you flat out select whose story you pursue after getting to a certain point. You can’t end up with a bad ending, but one of the two ends for each bachelor is a “true” one. While five characters are available, only Haoran, Shaowu, and Yuhang are available on the first run. Longli only unlocks after you finish all three of their stories, and you then must finish his for the secret character whose identity is incredibly obvious. All the routes are pretty short, which means it ends up being about two to four hours to finish a storyline depending on how quickly you read or much you enjoy a path. Here’s the downside though It isn’t so much that these are shorter runs. It’s that they aren’t as well developed as other otome games Aksys picked up. Like Mistonia’s Hope is one of its other recent releases that blends love stories with subterfuge and revenge. In most of the routes, all elements are well developed and sometimes there’s an unexpected twist. I felt like I saw every plot point coming in Otome Daoshi, and the nature of the narrative means that each character’s story feels rushed with some unresolved elements. Shunlin and some of the guys fall in love way too fast for the sake of the story, with only ones like Haoran and Yuhang feeling like that element makes more sense because both knew her before the events of the game. We might see some of the mystery elements wrap up too quickly or not handled as well in some paths. It’s a bit frustrating. Which is especially frustrating since the presentation is really pretty! The character designs are fantastic. The backgrounds look good. There are story elements where manga koma are used to show what’s going on. That’s especially great, since it suits the idea of the martial arts masters and attacks against enemies so well.   Screenshots by Siliconera Especially since there are other downsides to Otome Daoshi come up tied to its presentation and gameplay. Some of these sorts of games end up with extra touches that make things feel a little more finished or alive. For example, the character portraits may have some live 2D elements or animations. That doesn’t happen here. We only see static portraits. We don’t get a glossary section, which seems odd given the number of important terms like “daoshi” or “jiangshi.” There’s also no option for a voiced heroine. That’s something that isn’t always as common, so it’s a little less surprising to see it’s gone. But when combined with the lack of other features, it adds to the feeling of this release not being at the same level as others from the company. What is disappointing is the lack of an audio or visual indicator that you made a “right” choice when going through a route. See, a common element in Otomate and Idea Factory otome games is some acknowledgement in-game when a response comes up that lets you know if you made the choice that sends you toward the best ending by playing a small animation or having a sound effect play. (Idea Factory, in particular, has referred to it as the Love Catch System for years, and it’s even included as a setting you can toggle in the options of some titles.) Oddly enough, it isn’t here! You can go into the menu to check the Affection ranking after getting to a certain point in the story. (That feature is unselectable until you do.) And we are setting ourselves on a route by choosing a person after getting through a point in the introductory common route. But I’m always disappointed when it isn’t around. While Otome Daoshi: Fighting for Love’ s story isn’t as exciting as I expected a martial arts otome game to be, there are some romantic routes here. Playing it safe isn’t a bad thing, though it does mean it might feel a little more predictable than other titles in the genre. I wish it featured some quality of life titles from other Otomate titles. However, the way it does go with the theme and include the same sort of ambiance and elements as martial arts anime and manga is a nice touch.  Otome Daoshi: Fighting for Love is available for the Switch.  The post Review: Otome Daoshi Leans Into Anime and Manga Aesthetics appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 30
This Fun New Puzzle-Platformer Is Limbo, But Not Creepy | Darwin's Paradox Review
This Fun New Puzzle-Platformer Is Limbo, But Not Creepy | Darwin's Paradox ReviewDarwin's Paradox takes the 2D puzzle-platforming sensibilities of a game like Limbo or Inside and makes it distinctly less creepy and unsettling. Whereas those games presented elements of light body horror and spooky high-contrast compositions, Darwin's Paradox evokes classic cartoons starring goofball protagonists in vibrant, colorful settings. The result is a pleasant little gem of a game with loads of variety that makes the most out of its relatively short playtime. There's a core comedic premise to Darwin's Paradox that begins subtly and then slowly becomes more obvious as time goes on. Your eponymous little octopus, Darwin, just wants to get back home to the ocean. But on his journey he haplessly bumbles his way through what is clearly a full-scale alien invasion of Earth. In most games, the hero would steel their resolve to take on the alien menace, but Darwin is just an octopus. For all he knows, this is normal among land-dwellers, and he doesn't really seem to care either way. So he's less of a hero and more of a Mr. Magoo, with his own perception limited to the threats around him as he gets flung around a hostile world and just tries his best to survive. We as the (human) viewers understand what's happening in a different context than he does, and that makes the story work on two levels at once. Though he's not a hero, Darwin certainly has an expansive move set, which makes the game's platforming feel natural and fluid. They all trace back to the behaviors and adaptations of real-life octopi, like suckers to stick to walls, shooting ink to escape predators, and camouflage to blend in with their environment. And like a real octopus, he's most mobile underwater, where you have full 360-degree freedom of movement. Though traversing your way through land environments feels good, going underwater is immediately more natural. It really accentuates the feeling that you're a fish out of water the rest of the time. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 30
Darwin's Paradox! Review
Darwin's Paradox! ReviewKonami's quirky new platformer brings good times, but occasionally hits a brick wall.
IGN PC ReviewsMar 30
Marathon Review
Marathon ReviewThis ruthless, deeply unapproachable extraction shooter is worth every ounce of hell it puts you through.
IGN PC ReviewsMar 30
Darwin's Paradox Review - Passive Prowling Polypus
Darwin's Paradox Review - Passive Prowling Polypus Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, Switch 2, PC Publisher: Konami Developer: ZDT Studio The cinematic platformer was popularized by the 2010 Xbox Live Arcade game, Limbo (though its roots extend from 1991’s Another World), and as a result, the genre has primarily offered dark and moody experiences with thoughtful, but opaque stories. Darwin's Paradox sets itself apart in the genre by being colorful, silly, and narratively transparent – think Pixar animated short as opposed to  Brothers Quay animated short . The goofy angle and unexpected production values help Darwin feel different, but frequent design annoyances and over reliance on bland stealth gameplay prevent it from rising to the top.   Darwin’s Paradox follows the exploits of a smart but clumsy octopus who gets caught up in a life-threatening adventure when they get pulled into a seafood factory that would love to sell more tentacles. Escaping the factory, as well as the hungry seagulls outside, feels like an elaborate cartoon that only gets weirder and weirder as you go along. A lot has been packed into a game that only takes a few hours to complete. The wordless story goes in unexpected directions, and the animation is great across the board. The titular Darwin moves with impressive finesse; the frequent pre-rendered cutscenes showcase animation that wouldn’t feel out of place in a popular summer animated family movie. A handful of visually impressive moments also dot the game, like outrunning a horde of rats and crossing a heavily trafficked street during a rainy night. Gameplay relies primarily on stealth, with Darwin avoiding spotlights and sightlines, using his natural camouflage abilities to stay out of would-be predators’ gazes. The act of hiding vacillates between annoying and boring. There are frustrating instances of walking into a room, for example, and before the camera can catch up to show me what to be prepared for, a guard has already seen me. But the other stealth moments, where things go well, and you recognize the appropriate patterns and activate your blending ability at the right moment, are just drab. Waiting for a spotlight to pass or a guard to turn their back is a passive experience, and the light tone (which I do like) means there is little reason to feel truly nervous. This is a Konami-published game, and as a result, Metal Gear sound effects play in certain scenarios when guards catch you, but calling out a reference to a different beloved video game franchise as a highlight of stealth gameplay is damning praise.   The platforming, thankfully, fares much better. Darwin can adhere to most surfaces, and though he can be a little too sticky sometimes, making small environments like pipes and air vents a little tricky, he is fun to control. I much preferred the not-too-challenging platforming gauntlets over the stealth sequences. I feel similarly about the puzzles, as well. I much prefer them over stealth, even if they are all fairly simple. It’s unlikely you will ever get stuck in Darwin’s Paradox, which helps keep the pace moving along. It’s the stealth that slows things down. I am a big fan of cinematic platformers. I appreciate this attempt at taking the mechanics and presentational focus of the genre and applying them to a fun cartoon. That part of the game, alongside the platforming and puzzles, works well and is attractive. Unfortunately, the frequent sneaking slows the game down and is a barrier instead of a fun series of challenges to overcome. Score: 7 About Game Informer's review system
Game Informer ReviewsMar 30
Review: Etrange Overlord’s Story Is Its Strongest Element
Review: Etrange Overlord’s Story Is Its Strongest Element I don’t know if you’ve been keeping up with anime, manga, and light novels lately, but villainess and isekai series are big. Huge . Woman dies. Reincarnates as a villainess. Turns out she’s actually not bad and happens to be one of the nicest people ever, but ends up billed as a “villainess” for reasons. It’s a whole thing. With NIS America, Gemdrops, Superniche, and Broccoli’s Etrange Overlord , we’re seeing that sentiment carry over to a game. While the Musou -style beat’em up element isn’t all that exciting, the ambiance and story is pretty fun. Etrange von Rosenburg is a noblewoman engaged to the prince of Edelstein. (Though royalty, he’s apparently not important enough to get a name.) Instead of a happily ever after, her tale begins with her in a guillotine and him at the side ordering her execution because she “allegedly” attempted to have him killed. She awakes in hell, even though she’s innocent, with three demons trying to torture her. Except Etrange is smart and uses her wits, money, and apparent skill with dark magic to beat them. Fortunately, this is the sort of scenario where defeat means friendship and not death! Because of her kindness and generally upstanding personality, said demons Cackie, Chuckie, and Chortie become her new minions and, with a retinue of her former followers and newfound admirers, she gradually begins to take over hell as its newest overlord. Meanwhile, we get occasional glimpses into what’s actually happening in the kingdom with those left behind and the real villains.  https://www.youtube.com/watch?v=B-vzOTp_BsY I adored Etrange Overlord ’s story and characters. Folks at Gemdrops, Superniche, and Broccoli clearly looked into this genre of shojo stories, as they nailed the concept, characterizations, and vibe. It’s over the top, but in an affectionate and silly way that doesn’t actually mock the genre or people who enjoy it. Etrange is a fantastic, strong, genuinely kind heroine! Some of her allies, though a bit more subdued in terms of personality and clever lines, are equally entertaining and memorable. The actual villainess is hilarious in a dastardly way. The localization’s well done. It doesn’t involve any major twists or big drama, but it reminds me of similar villainess series like Tearmoon Empire and My Next Life as a Villainess: All Routes Lead to Doom .  That isn’t the only fun element to Etrange Overlord . Remember Rhapsody: A Musical Adventure ? It was the NIS America comedic RPG with songs littered throughout. Well, Etrange Overlord is exactly like that. There are lots of music numbers with really wonderful singers involved. Since this is a comedy, they’re just as over-the-top as the adventure and delightfully silly. It’s very campy in the best way! Unfortunately, the combat and territory management elements of Etrange Overlord aren’t as captivating. You know how Koei Tecmo and Omega Force’s Musou action-RPGs involve a lot of depth and strategy when it comes to swapping characters, handling situations, and traversing the massive maps? None of that happens here. Characters’ standard attack range and combos tends to fall into the category of fine or finicky, sometimes not having the right range or scope to properly hit enemies. For example, I found Cat-Smith, Cackie, Chuckie, and Erit to be pretty adequate and accurate early allies, but Etrange, Chortie, Scwatrz, and Sweetia’s attack range and style sometimes made it difficult to pin down opponents, even if everyone’s special attacks seemed pretty helpful. Screenshots by Siliconera Especially since the points of stages can get rather repetitive and usually involve beating up X amount of characters or a boss to progress. (Okay, sometimes you’ll also have to do something like get key items, survive, or keep an NPC running around with no regard for their life safe too.) It got to a point at which getting through things as quickly as possible is what mattered at most, so when I could I’d default to someone who would make that possible. Especially since stages are small and aren’t all that varied, and using someone with decent range to sweep through foes is a huge positive. Taking advantage of the RPG crafting staple, which is used here to get more powerful equipment or make food to offer your team of four characters in the fight buffs, helped with that too. Mainly for equipment, however. Since I didn’t find the enemies all that challenging, the meals didn’t matter all that much to me. Especially since there is the lane system. To fit in with the music theme, this looks like the staff used on sheet music. These constantly runs through the area circling about, with power-ups, items that let you perform special attacks, and occasionally platforms or helpful goods on them. Depending on the area and layout, there may be one or multiple ones around. You can also use Land Selection at the start of a stage to set what you’d like to see in each lane, enabling things like attack buffs, healing items, and special support. These need to be invested in with items you’ve found via exploring when wandering the world, going through stages, using the Dispatch feature to send allies to different areas of hell you’ve visited to get new items, or dealing with revolts in past places via Recapture. Though honestly, while I appreciated the “management” element that stemmed from dealing with past areas and the extra materials, it felt like a means of padding out a pretty short game with even more of the same, repetitive fights. Etrange Overlord is packed with personality, with a story and songs that show love for the shojo trope where the villainess is actually the good guy. Etrange herself is a standout, and it’s silly and over-the-top without being ridiculous. But as delightful and refreshing as the narrative and soundtrack can be, the battles get boring fast. It’s incredibly repetitive! But at least those stages tend to be short, so you can race through them and get back to the campy story.  Etrange Overlord is available for the Switch, PS4, PS5, and PC .  The post Review: Etrange Overlord’s Story Is Its Strongest Element  appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 29
Review: Ariana and the Elder Codex Can Be a Magical Metroidvania
Review: Ariana and the Elder Codex Can Be a Magical Metroidvania There are times when Ariana and the Elder Codex can feel like a fun Metroidvania. We get to customize our Librarian’s magical loadouts, after all. That lets us set up combos how we’d like. It also looks pretty good, and the combat system is generally solid. However, it’s not innovative in any way, and the story is pretty clearly telegraphed. It’s one of those adventures that ends up feeling fun enough, and I think someone who’s relatively new to the genre might find it a helpful way to build skills. But more experienced players familiar with the genre may find themselves a little bored. After establishing the idea that someone gave humanity four Elemental Codices and three Phenomena Codices that granted them magic, then someone else vandalized them and caused that ability to disappear from the world, Ariana and the Elder Codex immediately drops us into the middle of a repair job on the Codex of Water. The Library’s librarians are working on fixing these books, and our heroine Ariana in particular has the gift of being able to go inside these damaged tomes to repair them from the inside by witnessing events from their stories and defeating monsters within them. In so doing, she’ll repair them to varying degrees and gain new abilities. Which in turn affects the Metroidvania of Ariana and the Elder Codex , as gaining magic means she might be able to access areas formerly impassible in previous books to finish repair jobs.  https://www.youtube.com/watch?v=y0B-WuSTojA Combat in Ariana and the Elder Codex isn’t too different from the active battle systems in other Metroidvania games, with combos possible depending in if you use equip spells with launching capabilities, build up an opponent’s stun gauge, or use enough magic from one element to cause a burst and chain reaction. Three spells at a time can be equipped to your loadout, and you can have two at once set. The Story of the Sword standard, neutral attack can also pick up elemental effects after getting one of the four base elements from an Elemental Advent to assist in those combinations. Add to that the option to eventually strengthen the spells we know at the Library with Divina, and we can end up with quite a few options for how we handle situations. Likewise, we can also strengthen Ariana herself by crafting equipment.  The thing about Ariana and the Elder Codex is while there are these options for customizing our builds, it doesn’t feel as complex or challenging as other Metroidvania style games. There are multiple difficulty levels, of course, so you can shift things up to attempt to make bosses feel more difficult. I found the progression didn’t result in it feeling like it ever really tested me. Many of the standard enemies aren’t all that difficult, and there’s not much variety when it comes to the more general minions. The boss fights tend to feature clearly telegraphed moves and easily identifiable patterns, so it doesn’t feels as varied as similar games like the Ender Lilies or Ender Magnolia entries. The Codices we explore also don’t take us too far off beaten paths, so it isn’t like we get maps as inviting as Dracula’s keeps in Castlevania . It’s fine, sometimes even pretty, but I often found myself wishing elements were more like other games in the genre.  Images via Idea Factory International Perhaps if the story ended up being a bit more engaging, that might have helped. It isn’t bad! The idea of Ariana being unique when it comes to her repair abilities and the mystery surrounding her parents’ disappearance and the vandalism of the tomes felt like it had potential when I went through the introduction! …But then after finishing the initial Codex of Water repair, we actually meet Library director John Berkeley, who assigned Ariana her task. Dude looks like this and features Ryozaburo Otomo doing his usual intimidating performances like he did as Crocodile in One Piece ,Ghadius in Klonoa , Jiao the Immovable in Tales of Xillia , and Astaroth in Soulcalibur , and I think you can see where I’m going with this.  In short, its story is clearly pretty predictable. Screenshots by Siliconera In a way, there’s a charm that comes from starting a Metroidvania like Ariana and the Elder Codex , knowing it’s a fine, solid experience. It’s not earth shattering. It doesn’t redefine the genre. You’ll clearly see what you need to do and know what’s coming. Still, it's entertaining for what it is and while it lasts, and that's okay. Ariana and the Elder Codex is available on the Switch, PS5, and PC, and a demo is available.  The post Review: Ariana and the Elder Codex Can Be a Magical Metroidvania appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 28