Comprehensive Game Reviews
Comprehensive Game Reviews
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Scott Pilgrim EX Review - A Short But Sweet Millennial Nostalgia Romp
Scott Pilgrim EX Review - A Short But Sweet Millennial Nostalgia RompThe cult popularity that led to the creation of Scott Pilgrim EX is rooted in the comfort of nostalgia. The action-comedy movie Scott Pilgrim vs. The World, based on an indie comic book, was chock-full of references and recognition of gamer culture, even as it drew on more grounded themes of learning and growing after a messy breakup. A tie-in video game from Ubisoft was a pure throwback to classic brawlers, and its removal from storefronts in 2014 (and subsequent return in 2021 after years of fan outcry) only accentuated its cult status. Scott Pilgrim EX is very much a spiritual successor to that earlier game, amping up every aspect that made its predecessor memorable--especially the nostalgia. In fact, playing Scott Pilgrim EX often feels like a game of "Spot the References." The world is full of homages to everything from 8- and 16-bit game franchises to movies like Hot Fuzz, a movie that was helmed by Scott Pilgrim director Edgar Wright. Characters are self-aware that they're inside a video game and will casually mention elements like tutorials. It's all very Millennial-coded, and maybe slightly cloying for those of us in that sweet spot, but it feels at home in a game that so happily wears its inspirations on its sleeve. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 5
Review: Calamity Angels: Special Delivery Is a Sugoroku JRPG
Review: Calamity Angels: Special Delivery Is a Sugoroku JRPG While sugoroku JRPG games aren’t exactly common, I’m delighted they’re common enough for us to get multiple localizations of them. Idea Factory International brought Calamity Angels: Special Delivery westward. Unfortunately, the gameplay isn’t fleshed out enough to make it feel as captivating as contemporaries like Dokapon . The idea is fun, but playing it can feel tedious. In the fantasy realm of Orkotris, delivery folks belong to their own guild and deliver letters and packages around the country. The couriers’ parties also consist of actual warriors who help get the job done. Players follow Yuri, a member who’s bascially in charge of the Calamity Angels Ivris, Luminous, Numero, Selma, Somnia, and Suliya. As the first part of their name suggests, they’re a mess. However, by taking on assignments and deliveries, defeating Omoikurai along the way, you’ll hopefully show they still show potential and can do some good. https://www.youtube.com/watch?goal=0_7a3b081dce-683aaf8f25-107996675&mc_cid=683aaf8f25&mc_eid=3fb0c7c863&v=H2Vjxrv8ABc&feature=youtu.be As a sugoroku with JRPG elements, Calamity Angels: Special Delivery largely involves moving around a board, spinning to determine how many spaces you move, to reach certain spaces to complete the deliveries the group undertook. Different spaces can trigger different events and altercations. If you end up in a fight, it’s a turn-based situation with Yuri directing members in a simple fight in which they may or may not listen based on their mood. Each run starts with accepting an assignment. Then, you do some inventory management to ensure you can fit the package and any items the team will need for their fights. You then spin to move across the board to where you need to be to complete the assignment. In concept, this seems like a novel approach to a turn-based JRPG, but Calamity Angels: Special Delivery falls short in a lot of ways. While the inventory management element when preparing for a quest seems novel, I never experienced any major issues when it came to ensuring room for my delivery and any items the crew might need. The only real management issue came up when I couldn’t equip characters right when I bought items. (Which is odd, considering even older RPGs would offer the option to immediately equip after making a purchase from the shop menu.) But even that’s not too troublesome, since it just means going through a few extra menus.  Image via Idea Factory International While sugoroku JRPGs can and do work, with Dokapon being one that developed a cult following, Calamity Angels: Special Delivery doesn’t since I never felt a real incentive to not choose the quickest possible path. Could there be items? Would my team get stronger? Maybe, but the game is fairly easy and the enemy encounter rate is such that I didn’t feel a need to deal with more. Especially since, while novel, the combat system can get a little tedious due to its simplicity and the rate at which members might ignore my requests. Tedious at best, I’d say, and frustrating at worst when allies won’t listen when facing a boss.  Calamity Angels: Special Delivery isn’t bad, but it can be a tedious game and the sugoroku don’t enhance the JRPG. Instead, it can feel like it drags it out more in a way that doesn’t add anything to the experience. It’s not bad, but quickly falls into a somewhat boring and unexpectedly bland routine even with the board game and inventory management elements. Calamity Angels: Special Delivery is available for the Switch, PS4, and PS5, and it will also appear on the PC.  The post Review: Calamity Angels: Special Delivery Is a Sugoroku JRPG appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 5
Esoteric Ebb Review - Chaotic Good
Esoteric Ebb Review - Chaotic GoodIn one of Esoteric Ebb's chambers lies a chest. Above it, a sign: "Not a mimic." Snell, your goblin companion, deduces the most obvious outcome: The sign is the work of some prankster who's hoping to get one over on whichever unsuspecting rube decides to saunter into this secreted away room, ignore the sign, and loot the chest. Mimics are often "chest-shaped" like this--the game's joke, not mine--and seeing as how they are a trick as old as fantasy itself, it doesn't take a genius to piece together how such an encounter might end. Esoteric Ebb is a lot like the mimic in this scene. It looks and sounds like things it takes the shape of--some more obvious than others--but delights in playing with expectations one might have of it. Just when you think you might have it figured out, it contentedly throws another wrench in your understanding of its tone and aspirations. It's a fun ride. It does not veer wildly off course in the process, but it is a stylistic and colorful detour that is nonetheless a riot worth your time. In Esoteric Ebb, you are the Cleric, a bumbling idiot and magical savant sent by the magistrate to investigate the absolute hornet's nest that is an explosion of a tea shop in Norvik. The timing couldn't be any worse, since Norvik's constituency is voting on a referendum. Should it stick by the Urth-worshipping Nationalists who've governed and shepherded the city through its founding decades, consequently hardening the attitudes and beliefs that have called its rule into question at this very moment? Should it instead ally itself with the deep-pocketed Freestriders who are clearly strong-arming their way to a victory? Or should the city consider other policies, like the dwarven-born egalitarian platform of Azgalism? Continue Reading at GameSpot
GameSpot - Game ReviewsMar 4
God Of War: Sons Of Sparta Review - The Mildly Amusing Adventures Of Teen Kratos
God Of War: Sons Of Sparta Review - The Mildly Amusing Adventures Of Teen KratosGod of War: Sons of Sparta is a reasonably decent but not particularly great metroidvania spin-off that suffers from an identity crisis. A prequel set when franchise protagonist Kratos and his brother Deimos were coming of age in the Spartan army, Sons of Sparta lacks the over-the-top action spectacle of the other games in the God of War franchise. As a metroidvania it is middling and at times simply awkward, with a dearth of its own original ideas or excellent execution to liven up the genre. The result is a game that feels confused and muddy, despite a few bright spots. Sons of Sparta takes place across two distinct time periods in the God of War timeline: an adult Kratos telling the story of his adventure to his daughter Calliope, before the tragic events of the first game earned him the nickname the Ghost of Sparta; and the story itself, which takes place when he's a headstrong but duty-bound teenager just starting to make a name for himself in Spartan warrior trials. That tale involves Kratos and Deimos encountering mythical beasts and monsters and cultists as they search for another missing teen, Vasilis. As the story progresses it becomes an interesting look at a foundational time in Kratos' life, though as a side story it does feel removable from the rest of the canon. At the beginning, though, Kratos is not a very interesting character to follow at this point in his life. He's too rigid and committed to his duties and the rules. He can frequently be overly pious and condescending toward Deimos. The search for Vasilis carries as much weight as a Scooby Doo mystery--you'll get a clue to go towards a location, search around, and then Kratos realizes that he arrived a few minutes or hours too late. Aw shucks, you just missed him, but maybe he left to go here instead. There aren't many twists and turns; it's just following a wandering character around. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 3
Review: Scott Pilgrim EX Feels Even More Like River City Ransom
Review: Scott Pilgrim EX Feels Even More Like River City Ransom Scott Pilgrim vs The World: The Game was a very River City Ransom- coded game that also felt strongly inspired by arcade beat’em ups like Streets of Rage. Pick a character. Fight through side-scrolling stages alone or with up to three friends. Scott Pilgrim EX ended up a similar sort of experience, only now the structure feels even more like Kunio and Riki could pop up at any minute.  This sort of similarity comes up immediately as Scott Pilgrim EX begins. Like many entries in the Kunio-kun line, it begins with members of Sex Bob-omb and friends of Scott and Ramona abducted. Three gangs moved into Toronto, with their members being Demons, Robots, and Vegans. By facing bosses and reclaiming key items around town, as well as dealing with GCorp, we’ll come closer to freeing the city and discovering who’s behind these kidnappings and turf wars. https://www.youtube.com/watch?v=2vygm3XQUiE I must admit, I found myself a bit disappointed in the story. Bryan Lee O’Malley, the original creator of the graphic novels, is involved. The concept does offer a solid excuse for everyone to be running around on a new quest. However, the characterizations didn’t feel true to their established personalities in either that comic or the Scott Pilgrim Takes Off anime series. This isn’t to say that there aren’t some funny moments, but sometimes I felt like it was a more general action game that happened to feature folks who looked like characters from Scott Pilgrim , rather than it being a true Scott Pilgrim story. But then, that could also partially be because it is a rather short game that you could perhaps finish in a single day with friends. Now, essentially, some elements of Scott Pilgrim EX gameplay feel very similar to what we encountered in Scott Pilgrim vs The World: The Game . This is a side-scrolling, 2D beat’em up. We pick a character from the initially available roster and use their standard attacks, special moves, and items picked up off the ground to defeat enemies. After clearing out a space, there’ll typically be a clearly telegraphed “go” sign encouraging us to move on in a certain direction. These controls feel really tight, with easy to pull off combos that are fantastic for felling foes.  Now, I will note that I’m also a little disappointed with the playable characters we can choose from as Scott Pilgrim EX , but it’s mainly a personal preference. While Ramona was someone I’d use in Scott Pilgrim vs The World: The Game, I liked fighting as Knives, Kim, and Wallace most, and none of them are ready to rumble. Instead, we got folks like Scott, Ramona, Roxie, Lucas, Matthew, and Robot-01. The roster that’s there is okay, but they aren’t the folks I expected or hoped to go fighting around the city with on this adventure.  Images via Tribute Games When you’re not in the midst of clear the area or objective-related fights, you actually move around places in Toronto inspired by the series. This means entering and exiting stores to purchase healing supplies, stat power-ups, and equipment, popping in at the apartment to swap your playable character, or going to locations to advance the story. In some cases, these are locked away and require you to obtain a key item and a certain sort of The Legend of Zelda: Ocarina of Time style short playable riff to advance. These aren’t actually well-explained in-game, so you’ll pass at least two before even being able to interact with one, but they’re very easy to figure out once you are able to go into them. While things generally worked well, even when playing online, I will note that I experienced both major and minor issues in Scott Pilgrim EX ahead of launch. The smaller ones involved the person I was playing with and I not being able to see when the other was holding things. It wasn’t the biggest issue, but it was odd when I brought up how psyched I was to be holding and fighting with a yo-yo, only for him to say my character wasn’t using one on his end. Or that when we gained access to bombs we could use, he said he was carrying one with us to our next objectives and on my end his character was holding nothing. It’s not the biggest issue, but it was odd. Worse was the game-breaking bug. I’m going to be vague in order to avoid spoilers, but at a certain point in the PC version of the game we found ourselves needing to follow Goth Neil. He went through to the next area, so we did as well. Things then crashed on my end, resulting in a black screen and no way to get back to even the title menu. The person I was playing with, who was hosting the session, said it looked like I dropped. We tried a number of combinations of things, which included things like restarting, and each time I’d rejoin with the party code, it would load up to a black screen for me and him being on the character select with it showing as me “being” there, but not choosing a character. This issue happened on Windows-based devices that were up-to-date with the most up-to-date build of the game at the time, but it hopefully is the sort of thing that will be patched.   Images via Tribute Games While there are a few things in need of patching, one thing that is perfect at launch in Scott Pilgrim EX is the design direction. It is on-point. Tribute Games did a fantastic job of bringing the characters and their city to life. Everyone looks as they did in the comic and anime adaptation, and there are a lot of references to the series. Also, Anamanaguchi’s soundtrack is a treat, as always.  I admire the fact that Tribute Games embraced the River City style with Scott Pilgrim EX, as it really makes this beat’em up more of an adventure. The artistic direction and soundtrack are perfect too, and the combat flows well. I do wish the story were stronger and some of my favorite characters from the previous game had been playable, and the presence of launch bugs that can affect multiplayer is a downer. But at the very least, after a patch or two, those gameplay issues should be fixed.   Scott Pilgrim EX is available for the Switch, Switch 2, PS4, PS5, Xbox One, Xbox Series X, and PC.  The post Review: Scott Pilgrim EX Feels Even More Like River City Ransom appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 3
Scott Pilgrim EX Review
Scott Pilgrim EX ReviewAnother retro beat ‘em up revival that builds on its predecessor while adding depth and replayability.
IGN PC ReviewsMar 3
Scott Pilgrim EX Review - Genre Aptitude
Scott Pilgrim EX Review - Genre Aptitude Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Switch, PC Publisher: Tribute Games Developer: Tribute Games Scott Pilgrim EX represents a reunion of sorts for developer Tribute Games. Members of the team worked on 2010’s Scott Pilgrim vs. the World: The Game at Ubisoft and later formed the current studio that developed the well-regarded Teenage Mutant Ninja Turtles: Shredder's Revenge and Marvel Cosmic Invasion. Tribute has become skilled at creating visually nostalgic beat ‘em ups, and its return to the Scott Pilgrim franchise is no exception. It is, however, light on surprises or mechanical innovation. Watch Our Scott Pilgrim EX Review:    This entry in the Scott Pilgrim canon takes place at some amorphous time that may or may not be after the recent anime, but is definitely after the comic/movie/first video game. The placement of the story isn’t really important, as it’s all just an excuse to gather nearly every character that has ever appeared in Scott Pilgrim media (plus a surprising number of new ones) to get together and beat up on bad guys. Scott Pilgrim creator Bryan Lee O'Malley’s fingerprint is apparent here, with character dialogue feeling accurate, a consistent art style for all the new characters, and fun Canada and video game references on nearly every screen. I can’t say I was ever emotionally moved by the story – it’s mostly just a vehicle for cameos and setting changes – but I enjoyed its lightness and how unseriously it takes everything. The soundtrack deserves special commendation. Anamanaguchi has returned to create EX’s music after delivering a personal all-time favorite soundtrack for the first game. Time will tell if the sophomore effort will live in my personal playlists as frequently as the first game’s songs do, but there are plenty of tracks I looked forward to hearing again and again as I made my way through Toronto. Unlike comparable classic beat ‘em ups (and the ones Tribute made recently), EX is not broken into levels. Instead, it draws inspiration from River City Ransom and presents you with an open-world Toronto you can fully explore from basically the opening moments. The layout of the world is one of my favorite elements. I enjoyed making my way back and forth across the city and getting into fights along the way while tracking down kidnapped bandmates and collecting instruments and songs necessary to open portals to alternate timelines. Referring to Scott Pilgrim EX’s Toronto as feeling real is ridiculous, as it is undeniably a chaotic cartoon; but never jumping to an overworld map makes the world feel like a considered place in which people live and eat sushi (for stat bonuses, of course).   The open city also creates light adventure game opportunities where, instead of just making your way to the right and punching the air until enemies run into your fists, you need to think about where to go based on NPC hints and then actually walk there. The “puzzle” of forward progress is never too complicated, but I enjoyed the moments I had to pause, take a breath, and pull up the map. Combat is chaotic by design and familiar for the genre. I found my character, Roxie, early because she is fast and has a great double jump attack. I spent time with and generally enjoyed everyone (don’t sleep on Robot-01), but didn’t feel much incentive to change characters once I locked in. The combat can also, at times, get a little too crazy, with the player character flying across the screen at high speeds while boxes bounce in every direction, damaging both you and your enemies. The seemingly forever-recuring beat ‘em up issue where you misalign with an enemy and combo away just above or below them, whiffing every swing, persists here. The combat balance is good, though, with only a few bosses getting on my nerves (let me skip the introductory cutscene when I have to retry a boss, please), but I occasionally felt like I was the Chaos Theatre instead of just being inside of it. Scott Pilgrim EX does not offer many surprises, and I am okay with that. Tribute has proven themselves to be very skilled at making this type of game – nostalgic beat ‘em ups – and I am happy to see the streak kept alive. I enjoy the world of Scott Pilgrim, so having an excuse to spend more time there with characters I like set to an excellent new Anamanaguchi soundtrack is enough to make me happy. Just not quite ecstatic. Score: 7.75 About Game Informer's review system
Game Informer ReviewsMar 3
Review: I Could Play Pokemon Pokopia Forever
Review: I Could Play Pokemon Pokopia Forever I played the hell out of Omega Force’s Dragon Quest Builders 2 . As in, I made additional towns on my private island and set up an underground subway system to connect different spaces . Loved the game. While a totally new thing in many ways, I can tell Omega Force’s Pokemon Pokopia will trigger the same kind of response and expect it to consume hundreds of hours of my life. There’s so much to this game, to the point that I don’t think Nintendo’s trailers and Treehouse: Live did it justice. Referring to Pokemon Pokopia as “ Pokemon Minecraft ” would do it a disservice. You need to experience it to understand what this spin-off offers . Something terrible happened to what appears to be an entire region. All the humans are gone, and their cities are left in ruins. The land seems stripped bare, with vegetation dying and obvious landslides and collapsed areas. We awake as a Ditto who emerged from a Poke Ball and who missed their trainer so much that they replicate their image. We encounter a lone Pokemon named Professor Tangrowth. This marks an opportunity. Between the Ditto’s human-like appearance and ability to replicate other character’s special moves and the professor’s intelligence, they work out a plan to restore habitats and locations to get Pokemon to reappear and revitalize things, perhaps learning what happened to the world and humans along the way. https://www.youtube.com/watch?v=6_bYri9p1Uk While most people might jump to “Pokemon Minecraft” with Pokemon Pokopia, it’s not entirely accurate, as it is much more comparable to both Dragon Quest Builders 1 and 2 . This is primarily due to the narrative elements found throughout the game, but also the quest structure, interactions with characters, and building and furniture design elements. There is a clear point to Ditto’s experiences and explorations. Though the trailers ahead of launch might not always have made it clear, there are quests. The Pokemon we meet talk to us. Certain NPCs along the lines of Professor Tangrowth carry weight. Not only that, but there are other means of gathering information and lore that help shape our experiences in Pokemon Pokopia that help it feel richer than a game like Minecraft . One is through the Pokemon themselves. Each one of them will grow closer to us and become more comfortable with their environments via our interactions with them. We learn about who they are, receive gifts, and gain aid from their abilities by taking the time to find and interact with them. Exploring on our own is also helpful, as written texts appear in various places. Encountering these grants us opportunities to learn more about the world. Not to mention the ruins themselves that we see seem to tell their own stories via careful placement and Omega Force's construction choices. Images via Nintendo The terraforming and building of elements of Pokemon Pokopia do feel more similar in nature to Minecraft , but again also feel like a natural evolution of the Dragon Quest Builders blueprints system. You can freeform build, with the ability to hold the ZL button to strafe back and forth or or move the D-pad to shift block positions. There are lots of block recipes and types and architectural parts to use for those more direct creations. However, there are also times when you’ll get a kit that you plop down on a certain X by Y rectangular space or a set mission that involves bringing certain numbers of materials like lumber and stones and specific Pokemon to take part in the building process. (You do need to get takedown kits to move them.) While the hands-on approach is done immediately, these other assignments can involve quests that require you to find certain Pokemon and take place over actual real-world time before they’re complete.  Another building and creation element involves the habitat system in Pokemon Pokopia, a brilliant feature that plays into the way we discover the characters in the wild in mainline games. Each creature has a type of environment they favor. By changing the environment via using Ditto’s learned moves like Leafage (grow tall grass), Water Gun (hydrate dilapidated areas), Rototiller (till ground), or Rock Smash (destroy blocks or items), and placing certain crafted, found, or purchased items, you could lure critters back to the community. It’s really easy to find new combinations, thanks to occasional hints in the world, tips you can purchase, quests, and simple experimentation, and satisfying since quite a few habitats can be attractive to multiple types of characters or might attract new folks under different conditions.   Images via Nintendo Decorating and customizing itself also feels fantastic, especially since the pacing is such that you unlock access to new areas (and their new Pokemon) regularly. There are so many things you can craft and buy, and finding new Pokemon, making them comfortable, and making regions you gained access to more attractive all means unlocking more recipes, quests, and shop areas. As your Trainer Rank goes up in turn, you’ll be able to unlock gates that grant access to new areas, more potential Pokemon, and additional insights. In fact, I found so much to do in the first few hours that I needed to force myself to halt progress when rebuilding the initial Withered Wasteland area and helping its residents and advance the story so I could get through the game and properly cover it. Pokemon Pokopia invites you to be leisurely , creative, and neighborly.  There’s only one quirk to Pokemon Pokopia that left me frustrated, and it is that it can sometimes be difficult to find where certain characters are once you start increasing the size of the population. The plus side is, if someone is needed for an immediate building project or questline, I found they tend to be right where they are supposed to be or attempting to even approach you. Also, since areas are segmented off, you don't need to do massive backtracking to find someone for a quest or blueprint. But if it is one not tied to something about to happen, it might be a bit challenging to work out where they went. In a way it’s nice, as they’ll actually interact with other Pokemon in different regions or basically go visit areas you worked on nearby. But if you want to, say, move Hitmonchan and Hitmonlee into a house together and one hasn’t visited their habitat the whole gameplay session, it’s a little annoying.  Image via Nintendo But aside from that, performance in Pokemon Pokopia is perfect. It’s very visually detailed, and you can see for quite a distance to scope out points of interest like shining buried relics. I didn’t notice major slowdowns even after my “towns” started to fill up. We even get access to bag size and storage bin upgrades rather quickly, so I didn’t run into issues with being over-encumbered. It’s stable, it’s solid, and it makes me want to fill up every dilapidated space with both natural biomes and more urban living spaces. Pokemon Pokopia invites us to discover, explore, rebuild, and reconnect, rewarding us for every action along the way. There are so many Pokemon to welcome home. We discover so many insights into their lives and what’s going on. It’s so easy to spend hours building things up so they’re more comfortable for us and our new friends. Pokemon Pokopia is a lovely spin-off and one of the best games on the Switch 2. Pokemon Pokopia will come to the Switch 2 on March 5, 2026 .  The post Review: I Could Play Pokemon Pokopia Forever appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 2
Pokemon Pokopia Review - The Pokemon Anniversary Gift I Didn't Know I Wanted
Pokemon Pokopia Review - The Pokemon Anniversary Gift I Didn't Know I WantedI audibly gasped. My small community of Pokemon friends had been steadily growing in the first hour or so of Pokemon Pokopia, and now Professor Tangrowth asked me to build a house and mark it as my own. I could even invite another Pokemon to live there with me, he said. You mean I can have a Squirtle roommate?! I built my new house as quickly as I could and invited Squirtle to come live in it, and he happily agreed. Childhood dream fulfilled. A few days later, Squirtle told me he wanted to move out. Heartbroken and with nothing to do to change Squirtle's mind, I pressed on. I was determined to learn more, earn more, and do more, so that, one day, Squirtle will come back. Someday I'll make a new house and I'll invite Squirtle to live with me again. Maybe he just wanted his own bedroom? Admittedly, the leaf hut is not a lot of space. Maybe he didn't like my decor at the time--a few items I had arranged slapdash to fulfill the housing requirements. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 2
Pokémon Pokopia Review - A Pleasant Paradise
Pokémon Pokopia Review - A Pleasant Paradise Reviewed on: Switch 2 Platform: Switch 2 Publisher: Nintendo Developer: Koei Tecmo, Game Freak Since its inception, the Pokémon franchise has been about checking boxes; after all, the famous tagline is “Gotta Catch ‘em All!” Pokémon Pokopia evolves the checklist concept beyond collecting gym badges and catching Pokémon, stripping conflict of any kind from the experience and instead giving you nearly endless tasks to improve your various towns and the overall happiness of the Pokémon therein. And it does so with a loop that mixes elements from Dragon Quest Builders, Animal Crossing, and Minecraft, resulting in one of the best laid-back simulation titles I’ve played in years. Though it maintains an emphasis on collection, it shifts the focus from battling to revitalizing a post-apocalyptic region and reforging our connections not only to the world, but also each other. And just like when the mainline Pokémon series is at its best, I had a difficult time putting it down. In Pokopia, you control a Ditto, who wakes up with no trace of their trainer, so they turn into a customizable facsimile of a human. As they venture into the surrounding world, they discover humanity has abandoned the Pokémon world. The area feels lonely, barren, and desolate, but one Pokémon, a Tangrowth, is there to hold your hand as you reenter the world of the living. This creature, who adopts the name Professor Tangrowth, serves as the primary driver of the main narrative, handing out tasks that will reinvigorate the area, with the express purpose of not only attracting more Pokémon, but hopefully also the missing humans. After just a couple of hours, the first biome is no longer brown and empty, but green and bustling with recognizable Pokémon. It’s a supremely rewarding gameplay experience, revitalizing an area and watching various species congregate and collaborate to improve their living situation, which is important since it persists through to the end of the narrative. In each environment, you also have important requests, which involve working with your Pokémon friends to accomplish area-specific tasks, like summoning a rainstorm or throwing a party. These are the culmination of each environment and serve as the main way to push the overarching story forward, but the tasks often require specific Pokémon and resources, putting you on rails more than I prefer with cozy games such as this.   The story is littered with enthralling mysteries I couldn’t wait to further unravel. What happened to humanity that caused it to flee? Why did this world fall into a state of disrepair? And who are these strange Pokémon who look like special variants of existing creatures? As a Pokémon fan dating back to 1998, pulling these threads, which include fun nods to the series’ past, served as a highlight of my time with Pokopia. As part of the revitalization effort, you need to rebuild each town’s Pokémon Center, which involves using resources and recruiting the area’s Pokémon to fill roles like bulldozing, building, and others. Since each Pokémon has specialties, you need to fill those roles with your befriended Pokémon and gather resources before you can build anything, which pushes you to fully explore the area. This means a lot of running back and forth to complete tasks, but thankfully, you can build rail networks to make traversal easier. Unfortunately, I was often so thorough with my curious exploration that, before I triggered the narrative events, I had often already completed the requests, leading to awkward, extended conversations where a Pokémon asks me to do something I already finished hours ago. Each structure you build – along with other tasks you complete – raises the environment level of the biome, progressing the story and unlocking new items in the shop. This makes each construction project feel more monumental, but since some buildings (like Pokémon Centers) aren’t ready until the next day, I was always frustrated that it throttled my progress. It kicked off several races against the clock, making sure I started “ready next day” construction projects before midnight, so I didn’t have to wait 24 hours for them to be ready. I understand the reasoning for having construction projects take time, and there’s rarely a shortage of tasks to complete while I wait, but it’s frustrating when I just wanted to progress the main story. For an otherwise laid-back game, this element adds layers of stress. Your first biome may be dried and dead, but a mid-game environment gives you a flooded and polluted beachfront to reckon with. Though many of the tasks are similar – recruit Pokémon by recreating habitats they like and then craft, build, and organize your way to getting the area back to life – each sprawling, multi-layered environment presents new challenges and exploration opportunities. I cannot tell you how many times I went exploring for a very specific purpose, only to get sidetracked by myriad offshoots and extra tasks that presented themselves. Though I was sometimes underwhelmed by how Pokémon Pokopia rewards you (or, in some cases, doesn’t) for deviating from the beaten path, exploration was often a reward in and of itself, as I would find a new path through the environment or a vista that let me chart areas I hadn’t yet visited. My favorite incentive for exploration, however, is lore drops, which provide hints about what happened to this ruined world to drive humans away and Pokémon into hiding.   When Pokémon join your town, some offer their assistance by following you and using their powers, such as Magmar lighting fires or Piplup spraying bubbles to clean dirt. I loved building a small army of followers and running around the environment, completing tasks and cleaning up together. However, the most impactful Pokémon grant you new abilities for Ditto’s Transform, which allows them to copy another Pokémon’s moves. Even 30 hours deep, I was still earning new abilities that vastly improved my expeditions and opened new parts of areas I previously thought thoroughly investigated. While the main campaign is extraordinarily guided – at times to a fault – Pokopia offers a bonus biome that allows for free-form exploration, construction, and Pokémon-attracting. The main story leans heavily into developer Omega Force’s history with Dragon Quest Builders, but this extra area is more in line with Animal Crossing; you have basic goals, but none of the overarching narrative or hand-holdy progression found in the main game. And since this space is so massive, you can sink dozens of hours into this area alone. The narrative-driven elements are positioned as the main attraction, but this free-form area is an excellent way to decompress from the constant checklist chasing. Long after rolling credits on the main story, I will return to my sprawling island to continue shaping my little Pokémon paradise. Pokémon Pokopia is a game of wonder, exploration, and revitalization, delivering a cozy, satisfying experience with no threat of danger. Despite my minor complaints, Pokopia sticks out as one of the best examples of a third-party developer using the Pokémon license to the fullest extent possible. As a kid, I always wished I could spend time in the Pokémon world, and now, 30 years later, I feel like I have. Score: 9 About Game Informer's review system
Game Informer ReviewsMar 2