Comprehensive Game Reviews
Comprehensive Game Reviews
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Review: Monster Hunter Stories 3 Feels More Like a JRPG
Review: Monster Hunter Stories 3 Feels More Like a JRPG When it came to the first two Monster Hunter Stories games, I always felt like they seemed like the sorts of stories you’d see in shonen manga or anime with something of a Pokemon collectible creature element. Yes, characters stayed viable for longer. But it always seemed to be about a beginner journeying, finding new Monstie friends, and ending up the very best. With Monster Hunter Stories 3: Twisted Reflection the tone is far different and the execution makes early-game creatures feel even more viable, resulting in a spin-off that feels much more like a traditional JRPG. Especially since the scope can feel a bit larger in this installment and like our human allies matter more. This starts with a more established avatar. As Monster Hunter Stories 3 begins, our protagonist is the prince or princess of the kingdom of Azuria, is an established Rider who is partnered with a Rathalos, and is the head of a preservation group known as the Rangers. Aside from some turmoil as a child, which resulted in their Ranger and rider mother the queen leaving with said Rathalos’ twin so it couldn’t be executed, our character’s had a pretty routine royal role. However, when an envoy from the neighboring kingdom of Vermeil, which their mother hailed from and isn’t on the best terms with Azuria arrives, that’s shaken up. A crystalline encroachment is killing people in that nation and headed toward Azuria. Princess Eleanor wants to head to the Northern Meridian, something that’s forbidden due to a covenant with the Wyverians, to search for answers and a solution.  https://www.youtube.com/watch?v=02Pf_OHXDHg The result leads to our avatar, Eleanor, and the members of the Rangers heading on a journey across the country with their Monsties in search of answers. While past games did involve these sorts of extended quests to different regions and biomes, Monster Hunter Stories 3’ s quest feels more poignant for a number of reasons. One is the greater importance lent to the human characters. There are side-stories for each of the Rangers that feel like loyalty missions due to the insights they offer into their backstories and the power-ups that result from spending that extra time running their quests. Another is the narrative in general. There are quite a few twists to things. One feels a little telegraphed. Others are a little deeper. What really happened? Why are those Rathalos considered cursed? The heavy focus on restoration is also a key part, since we aren’t trying to catch ‘em all just to have them all.  By the way, said Rangers? They're great. Like there's a fantastic selection of monsters in this entry, which is fun. But I loved spending time with Simon, Gaul, Kora, Ogden, Thea, and Eleanor. Each one feels very well-rounded and realized. Anyways, it’s interesting since that restoration element is so tied in to helping boost our possible rosters and keep Monsties we already started raising in Monster Hunter Stories 3 viable. As an example, I used my starting Tobi-Kadachi all the way into the endgame, as well as an Palamute I got not long after. Rite of Channeling allows you to arrange abilities on a grid to get bonuses for matching elements or types of attack in a row. You can use that to switch around existing ones or take genes from other monsters you hatched to bolster existing characters. Releasing ones you raised back into the wild is a major gameplay mechanic as well, resulting in finding new variants of existing creatures that could be handier. Also tackling invasive species and bring back extinct ones feels satisfying.  Images via Capcom Said monsters also feel more useful in Monster Hunter Stories 3 . As in past games, creatures possess abilities that allow you to better explore environments. In past games, I sometimes tended to ride because it was faster for getting around. Here, we’re constantly climbing up walls, burrowing to new areas, swimming on the backs of creatures, blasting other monsters or rocks, and even gliding to get around spaces. It’s a lot more dynamic, and I felt like I genuinely planned my team around exploration utility and combat prowess due to how often I’d switch who I’d be used to accomplish goals.  This of course lends itself to combat as well. Monster Hunter Stories 3 combat functions like past spin-offs, with the game possessing a “weapon-triangle” in which speed attacks beat power ones, power bests technical, and technical wins against speed. Likewise, enemy monster parts can be weak to three types of damage, such as arrow or gunlance pierce, sword or katana slash, and hunting horn or hammer slam. When you go into a fight, you have your avatar and one of their monsters and one of your Ranger partners and their monster. Each “team” gets three hearts signifying how many times they can be knocked out before a battle ends. You need to keep an eye on who is planning to attack your team to counter, and also be aware of what “type” of attacks that opponent likes to use so you have the right creature out. Not to mention that when pressured or under the influence of crystals, the opposing monsters’ attack patterns will change. As you fight alongside your monster, you might “team up” if you both attack the same part at the same time, and once a gauge fills you can “ride” on them and eventually unleash a stronger special attack at your leisure. I genuinely love the combat system, but I will admit there’s one element of it that gets to me. I found it moved really slow. While Monster Hunter Stories 3 did feel more like a JRPG to me than past games, I didn’t really hit that point where fights became quick and easy. It’s always going to be a while. (Though at some point, when you return to certain areas or get strong enough, some smaller opponents can be immediately KO-ed if you slam into them outside of battle.) There is a speed up toggle, but that doesn’t do much. This leads to fights feeling a little repetitive and like they can drag on. Images via Capcom Speaking of repetitive, that’s also what the egg-acquiring experience can feel like in Monster Hunter Stories 3 . Which isn’t all that dissimilar from past entries, but it seems a bit more pronounced here. When you find a den, either in the wild or via a monster retreating to it due to your actions during a fight, there are essentially a handful of set “arrangements.” The various gathering points are always going to be in the same spots. The nest will be in the same spot. If you spend too many chances choosing which egg you take, the monster will “return” from the same position. It’s also very a forgiving game when it comes to the creature realizing, “hey, there’s a human here stealing my eggs,” which meant I basically always stayed until I got one that was glowing.  I will say that makes it very easy to find what you need for side quests. The ones not tied to Rangers often involve retrieving certain eggs, getting certain materials, dealing with specific monsters, or seeing a notable creature in the environment. Since all of these elements are pretty easy to find in dens and areas once you’re familiar with a spot, it makes those extra errands pretty simple. Likewise, it helps when crafting new weapons or armor, since getting extra parts is a simple enough task.  Monster Hunter Stories 3: Twisted Reflection feels like it prioritizes story, characters, and combat in a way that makes the game feel even more like a JRPG. It’s another strong entry in a series of great Monster Hunter spin-offs for certain. I do wish there was a bit more diversity when it came to den design. And while combat is fun, it can drag on a bit. Still, it’s quite enjoyable and well worth your time. Monster Hunter Stories 3: Twisted Reflection  comes to the Switch 2, PS5, Xbox Series X, and PC  on March 13, 2026 , and a demo is available.  The post Review: Monster Hunter Stories 3 Feels More Like a JRPG appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 9
Monster Hunter Stories 3: Twisted Reflection Review - Monstie Mash
Monster Hunter Stories 3: Twisted Reflection Review - Monstie MashMonster Hunter Stories 3: Twisted Reflection is Monster Hunter firing on all cylinders. It takes Monster Hunter's core loop and molds it into a fantastic RPG with flexible turn-based combat, an engrossing story, and a captivating world. Its onboarding isn't the smoothest and some grinding can throw off the pace, but once Stories 3 settles into a rhythm, it's tough to put down. There's always one more monster to slay, one more den to raid, or one more quest to complete. This momentum builds into an explosive third act that I won't forget anytime soon. You play as the prince or princess of Azuria, a prosperous kingdom on the brink of war with a neighboring nation. After negotiations between the two kingdoms fail, you and your party set out on a globetrotting adventure to understand the root of the struggle. It's an intriguing setup that sidesteps a lot of RPG tropes by putting the conflict front and center early on. Vermeil, the neighboring nation, isn't painted as a ruthless power-hungry aggressor: Their land is being torn apart by the Encroachment, a crystallization phenomenon that is spreading across their kingdom. This complicates both sides' motives from the outset, and adds shades of gray in what could have otherwise been a clear-cut good vs evil premise. What really humanizes the Vermeil, though, is Princess Eleanor. In order to deescalate the war, she voluntarily puts herself in Azurian custody in order to buy the party some time to reverse the Encroachment without resorting to an all-out conflict. While you never actually visit Vermeil, Eleanor uses food to paint a vivid picture of what it was like growing up there. Meals have always played an important role in Monster Hunter, so it's clever how they're used to tell her story to the player. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 9
Monster Hunter Stories 3: Twisted Reflection Review
Monster Hunter Stories 3: Twisted Reflection ReviewA perfectly integrated gameplay loop in a bright, fun monster collecting experience.
IGN PC ReviewsMar 9
Review: Path of Mystery: A Brush With Death Has Ace Attorney Vibes
Review: Path of Mystery: A Brush With Death Has Ace Attorney Vibes We’re pretty lucky when it comes to Switch and Switch 2 mystery games. Between Capcom rereleasing games in the Ace Attorney series and titles like Blue Prince being playable on the systems, there are a lot of opportunities to solve different sorts of puzzles. Path of Mystery: A Brush with Death is Aksys’ latest visual novel with point-and-click elements, and it’s got the same sort of tone and investigative element as the Phoenix Wright games. It’s interesting and the sort of title more people should be talking about. Path of Mystery: A Brush with Death begins with Doppo Akazawa heading to the village of Narumizawa. He’s part of Teito University’s Mystery Research Club, having joined after his friend Kotaro Izawa convinced him to become its fourth member. The two of them, alongside the group’s “Blue-Blood Detective” Alice Nanjo and “leader” Kagero Tono, headed to the region to try and see what they could turn up about the Sanmei Incident cold case involving the murder of the artist Suiryu Uchida. His wife was considered responsible, but the group is going to using their “training camp” to determine if that’s really the case. https://www.youtube.com/watch?v=_MUn1oOUc7A Path of Mystery: A Brush with Death is an adventure game with mystery and point-and-click elements. Things start small, with a quick tutorial “case” involving the theft of a young man named Takeru Muto’s idol merchandise on a train and Doppo helping determine if  A-kura, B-tani, or C-ba is behind the “locked-room” mystery. This allows us to see Doppo’s retrocognition ability that allows him to see into the past. After an incident two years ago, he can sometimes see purple haze around objects that indicate he can explore past memories to solve mysteries. When he makes use of this, we see “low resolution” versions of the past we can investigate to see what happened prior to current events. What really makes Path of Mystery: A Brush with Death stand out from the very start are its production values. Rather than other visual novels or point-and-click adventure games, it feels very cinematic. There are a lot of dynamic perspectives and viewpoints shown. We see zoom-in and zoom-outs on important individuals. There’s a sense of perspective, layering, and positioning when character portraits appear during conversations. There are also a lot of different character expressions used. When situations call for it, such as an early “practice” case on the train, we see moving backgrounds through windows. It’s a great touch. Images via Aksys So is the way things look when Doppo uses retrocognition. Path of Mystery: A Brush with Death initially uses a menu-based approach with this gameplay element. When it triggers, we see pixelated or low resolution versions of spaces. A menu then appears that allows us to do things like “investigate,” “take,” or “talk” in that period. We get a limited number of actions during these scenes to explore and find clues to present a sense of urgency as we explore this different time and space than the present. Once you get that information and those clues, you need to go through and explore the current version of the scene and make deductions in the present with point-and-click mechanics to gain points, prove assertions, and discover the truth with your analysis.  I mentioned the tone of Path of Mystery: A Brush with Death is a highlight as well, and there’s a great balance before more serious and dramatic moments alongside more comedic ones. For example, Kagero and Kotaro are both used in sillier scenes. But at the same time, the Sanmei Incident is treated with a sense of gravity, as are Uchida family situations and ones involving Doppo Akazawa’s family.  Images via Aksys I also appreciated how there are little extras to the Path of Mystery: A Brush with Death experience. Yes, we’re exploring and working on a murder. However, there are also other elements. Getting to collect keychains by taking time to explore different parts of Narumizawa and talk to people ended up being more entertaining than I expected. There are also some retro-style arcade minigames along the lines of Heiankyo Alien / Digger and Asteroids . They aren’t amazing, but they’re okay enough as optional time sinks.  Path of Mystery: A Brush with Death ranges from dramatic to comedic as we watch college students attempt to solve a cold case, and Imagineer and Toybox handled its execution and presentation well. It looks great, with dynamic scenes, vivid character portraits, and clear visual distinctions between the past and present. It also manages to balance the tone well, hitting the right sorts of beats with appropriate emotions. It definitely reminded me of the Ace Attorney series, and I think folks who liked one would enjoy the other. Path of Mystery: A Brush with Death is available on the Nintendo Switch .  The post Review: Path of Mystery: A Brush With Death Has Ace Attorney Vibes appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 8
Slay the Spire 2 Early Access Review So Far
Slay the Spire 2 Early Access Review So FarWorthy of being called a sequel, even if it's extremely familiar in its opening hours.
IGN PC ReviewsMar 6
WWE 2K26 Review - The Main Event Wrestling Game We Need Right Now
WWE 2K26 Review - The Main Event Wrestling Game We Need Right NowIt's been 13 years since 2K Sports took over the WWE license, starting with the release of WWE 2K14 back when we were all still playing wrestling games on PlayStation 3 and Xbox 360. In the time since, the franchise has evolved , crashed and burned , and risen from the ashes . Now, with WWE 2K26 , the franchise is at a crossroads; that's bound to happen with any annual title. While there are some years that see huge leaps forward graphically, there are also those other years that have iterative installments where the advancements are minimal. Last year's WWE 2K25 was one of those years, with the underdeveloped The Island as the marquee addition. While WWE 2K26 might not have a major new addition like 2K23's War Games match, there is a lot to love about this latest entry, as its developers have addressed a long list of ongoing issues that have plagued fans in recent years. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 6
WWE 2K26 Review So Far
WWE 2K26 Review So FarSo far WWE 2K26 is mostly proving this series has been built on a great foundation.
IGN PC ReviewsMar 6
Legacy Of Kain: Defiance Remastered Review - Redeemer And Destroyer
Legacy Of Kain: Defiance Remastered Review - Redeemer And DestroyerFate and destiny are prominent themes throughout the twisting, time-hopping story of Legacy of Kain. And in that sense, it felt like protagonists Raziel and Kain were destined to remain absent from our lives forever--it's been 22 years since the release of the last game in the series, after all. It feels weird, then, to be able to say that a brand-new game in the vampiric series is coming out later this month, with Legacy of Kain: Ascendance launching on March 31. A small-scale side-scrolling platform-action game might not be what we were all expecting, but it's something. Before then, however, Crystal Dynamics has teamed up with PlayEveryWare to remaster 2003's Legacy of Kain: Defiance . After making Legacy of Kain: Soul Reaver 1&2 Remastered , tackling Defiance was the logical next step, as it serves as the climactic final chapter in Raziel and Kain's theatrical tale, catching people up on what is going on in time for the release of Ascendance. And while this is a fantastic remaster, the flaws of the original game still shine through. Defiance might be the third entry in the Soul Reaver story, but it's also the first and only game in the series to feature both Legacy of Kain protagonists as playable characters. From one level to the next, the perspective shifts between the despotic vampire lord Kain, and his former lieutenant turned vengeful wraith, Raziel. The story picks up right where Soul Reaver 2 left off, sending both characters hurtling into the past following a time paradox that altered Nosgoth's history for the worse. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 6
Review: Esoteric Ebb Is a Disco Elysium Style Fantasy
Review: Esoteric Ebb Is a Disco Elysium Style Fantasy I think of the best things about Disco Elysium releasing and being amazing isn’t just that we all got a great game to play, but that it’s encouraging other developers to experiment and create gems like Esoteric Ebb . It’s a similar sort of adventure with a gameplay structure that follows in some of the same footsteps as the ZA/UM piece, but with Christoffer Bodegård doing something also totally original and equally entertaining by encouraging all sorts of D&D elements. It’s clever and entertaining in so many ways, regardless of how you choose to portray The Cleric on this journey.  Players, after a comprehensive character building session, start Esoteric Ebb as The Cleric. They were assigned to investigate The Tea Shop that Blew Up. But this wasn’t a simple act of vandalism against a particular individual. It’s tied to the current political climate ahead of the very first election in Tolstad, and our previous progress on this quest led to our avatar waking up with amnesia, no equipment, and only the ability to Cure Wounds. The Cleric needs to spend five days investigating alongside Snell, a goblin assistant, and the voices in our avatar’s head tied to the Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom stats find out what’s going on and potentially save the city. https://www.youtube.com/watch?v=xayOde6o8J0 Part of what makes Esoteric Ebb such a delight to play is the commitment to make it feel like we’re going through a tabletop campaign and shaping both The Cleric and the narrative. This starts with a comprehensive character creator that involves assigning points to your Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom stats, your background focus, and two proficiencies. What’s helpful about this is that you can see the lore, uses, and role for each stat, with Bodegård flat out spelling out what The Cleric will be like if they have a high or low value in that stat. (Pre-built options are available, in case you want to quickly jump into the adventure.) It’s possible to spend so much time here determining who you are, and I really appreciated it.  Once you get into Esoteric Ebb proper, the Disco Elysium similarities become more apparent. This is an adventure and you can avoid the main quest to explore other plot threads. But it is a situation in which many voices in our character’s head will discuss the situation and choices at hand, there is loads of political intrigue about, and it is very easy to get caught up in the mystery of what happened to The Cleric and that tea shop attack. At the same time, while it can be quite dramatic and socially poignant, Bodegård also offered the opportunity to meet some hilarious characters and enjoy some absurdism.  Images via Raw Fury What I also appreciated is, while Esoteric Ebb does feel like Disco Elysium , the D&D influence Christoffer Bodegård incorporated also ensure it feels unique. Some of this involves references throughout the script and character background elements that reference the actual behavior of roles like clerics in campaigns. But the other elements involve actual gameplay. You will roll dice (sometimes multiple ones, depending on your build) to determine your success when it comes to certain actions. When this happens, we’ll also hear commentary from the stats that might help establish what happens for successes and failures. You’ll gain first, second, and third level butts and prepare them to use them. While we start with Cure Wounds, we get ones that can influence investigations (Charm Person or Speak with Dead) or can affect the environment or ourselves (Barkskin and Aura of Vitality). There are feats as well, which affect The Cleric’s performance.  As a result, there’s a replay value to Esoteric Ebb that feels like it invites someone to return to the adventure and try new things. Even if someone went with the exact same build, the fact that the dice rolls determine success and the nature in which both conversations and encounters can go made me feel like I wasn’t always seeing the full story and every possibility. There’s so much there that immediately after I got through a run, I wanted to go again and see what would happen if I chose to pursue different paths.  Images via Raw Fury Esoteric Ebb is an unexpected delight that pairs elements of D&D campaigns with Disco Elysium , which turns out to be a perfect fit. There’s an absurdist element that’s delightful, but the social commentary also feels quite apt and deep at the same time. The execution of the RPG elements also means that feels like there’s always more to explore, which I appreciated.  Esoteric Ebb is available for PCs.  The post Review: Esoteric Ebb Is a Disco Elysium Style Fantasy appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 6
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