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: Persona 5: The Phantom X Is a Shadow of the Original
Review: Persona 5: The Phantom X Is a Shadow of the OriginalPersona 5: The Phantom X is free, casual romp through Persona 5's world that lacks some of the depth that made the first game great.
Reviews Articles and News - SiliconeraJun 29
FBC: Firebreak Review
FBC: Firebreak ReviewA compelling co-op shooter that doesn’t have the depth to keep things interesting long-term.
IGN PC ReviewsJun 27
Review: The Red Bell’s Lament Is Another Strong Voltage Otome Game
Review: The Red Bell’s Lament Is Another Strong Voltage Otome GameThe Red Bell’s Lament is another example of Voltage offering a great otome game that feels different due to its execution.
Reviews Articles and News - SiliconeraJun 25
Pokemon Scarlet & Violet Switch 2 Review - More To Chewtle On
Pokemon Scarlet & Violet Switch 2 Review - More To Chewtle OnSwitch 2 Version Update: With the launch of the Nintendo Switch 2, Pokemon Scarlet and Violet have received a much-needed performance boost. The free update adds 4K visuals while docked and a rock-solid 60 frames per second for both docked and handheld play. After several hours of testing, I've found both Scarlet and Violet run and play significantly better. On the original Switch, a stormy Casseroya Lake in the northwestern part of Paldea was particularly taxing--even after a handful of updates, I dreaded going to that lake to collect items or shiny hunt. Now, on the Switch 2, it runs flawlessly regardless of where you are in the world. Additionally, the lengthy loading times have been reduced to a few seconds. Despite these improvements, Pokemon Scarlet and Violet still isn't the most visually appealing Pokemon game to date. The world feels bland and barren, and character models--outside of the wonderfully detailed and expressive Pokemon--are simplistic and wooden. Despite the 4k resolution, there are still plenty of low-quality textures and visual bugs can occur during battle. It's a shame given how strong the visual identity is for something like Pokemon Let's Go! Pikachu and Eevee or even Pokemon: Legends Arceus, which received a fair bit of criticism for its visuals as well. Continue Reading at GameSpot
GameSpot - Game ReviewsJun 24
Rematch Review - Unbelievable Tekkers
Rematch Review - Unbelievable TekkersAfter cutting its teeth on melee combat and kung fu action with Absolver and Sifu, I don't think anyone expected Sloclap's next game to be an arcadey alternative to EA Sports FC. But that's precisely what the French developer has crafted with Rematch: a football game that embodies the spirit and chaotic energy of having a kick-about with friends. From the wayward passes and the goalkeeper who decides he's now a striker, to someone popping up with an incredible goal out of absolutely nowhere, Rematch constantly reminded me of my childhood and the countless hours spent playing football. When I was at school, I would forego food just so I could play for the entire hour-long lunchtime; when I was off school, I would inevitably get together with friends and head down to the local park, using jumpers as makeshift goalposts. Other games have done this kind of five-a-side style of football before, but none have come as close as Rematch does to capturing the essence of my footballing heyday. Rather than taking control of an entire team, Rematch puts you in the boots of a single player in 3v3, 4v4, and 5v5 matches. There's a short prologue and some training minigames to play on your own, but beyond this you're always playing with and against other human players. Each match lasts six minutes, and there's a mercy rule that immediately ends the game after one team has taken a four-goal lead (I guess Sloclap never saw Newcastle vs. Arsenal circa 2011). The only stoppages occur when a team scores; otherwise, Rematch plays fast and loose with the rules. There are no fouls, offsides, or handballs, and throw-ins, corners, and goal kicks are nonexistent due to the pitch being surrounded on all four sides by giant transparent walls. This quickly establishes a chaotic pace. Sometimes it's messy, while other times you feel like Messi. There's also no progression or skill points to help improve your player's attributes. Everyone is on a level playing field, so only the most skillful will rise to the top. Gallery There's a fairly steep learning curve to overcome in Rematch. Part of this derives from its tactile, physics-based design, which, among other things, prevents the ball from sticking to your feet when sprinting down the field. Another part is related to the game's perspective. In EA Sports FC, for instance, there's a camera option that follows closely behind your player in either Pro Clubs or its player career mode. I've never known anyone to actually use this view, though, as being able to see the full pitch from the classic sideline angle is much more effective. Rematch doesn't give you this option. You have full camera control, similar to most third-person games, but it's always positioned just behind your player, placing you directly in the thick of the action. The presence of a mini-map ensures that you don't need to have your head on a swivel like a Premier League midfielder, but it's still an uncommon way of playing a football game. Couple this with an enclosed playing field and futuristic stadiums, and there's more than a little Rocket League about Rematch. If Rocket League is football with cars, then Rematch is Rocket League without them. Continue Reading at GameSpot
GameSpot - Game ReviewsJun 23
Review: Death Stranding 2 Walks a Familiar Path
Review: Death Stranding 2 Walks a Familiar Path I’m of two minds about Death Stranding 2: On the Beach . In terms of gameplay, there are many ways in which I feel Kojima Productions built upon the foundation of the original to make connecting a country and carrying out courier missions in a potentially hazardous environment even more interesting. I can't wait to take my time to play around in that sandbox more. At the same time, I feel like the threat of the original and fear of fighting is mitigated during much of the campaign. Worse, even though I loved going on these new deliveries, I think the narrative can falter in ways that undoes some character development from the original and offers a “second verse, same as the first” approach to storytelling. It's shocking to see such a "safe" sequel follow an unconventional and orthodox game. Editor's Note: There are no Death Stranding 2: On the Beach spoilers below. The writer beat the game. Death Stranding 2: On the Beach picks up with Sam and Lou living as an actual family. They found a place for themselves. They’re being adorable. That is, until Fragile comes in with an offer Sam can’t refuse. If he goes to Deadman’s lab in Mexico to connect places to the Chiral Network and deal with a major BT threatening the area, it would guarantee that him and his daughter can live in peace. She’ll mind the baby. Go out and do what he does best. So he does! Though, as you probably guessed from the trailers, it doesn't stop there. Fragile turns up again with her new DHV Magellan and a task to go through the Mexican Plate Gate to Australia with her Drawbridge organization. They'll ride tar currents and connect that country to the Chiral Network.  https://www.youtube.com/watch?v=90gpqJE-tLU I adored the story Kojima Productions told in Death Stranding . I feel like we saw real development for heroes and antagonists alike. Even if people didn’t appear frequently, they felt well realized and like we got to know them. As a whole, it felt poignant and fresh. The journey ended up being satisfying! I loved the lore! Yet most of the time, the narrative in Death Stranding 2: On the Beach let me down. The initial hours seemed fantastic. I loved the idea of Fragile approaching Sam for this “one last job,” the journey across parts of Mexico felt satisfying, and all of the development in those moments felt completely in-character for everyone. It made sense! This continued into the first leg of the journey to Australia. However, I felt like things fell apart in so many ways after that. I’m going to be intentionally vague here, for the sake of avoiding spoilers. I loved the new members of the cast, such as Charlie, Rainy, and Tarman, but felt they were underutilized. Given how closely Sam worked with them, I suppose I expected more opportunities to get to know folks like Tomorrow. In the case of some other characters, it felt like Kojima Productions wiped away progress or established details in Death Stranding for the sake of either putting them close to square one or in a position where they "needed" to be for Death Stranding 2: On the Beach . I thought Morgana telling Joker to constantly head to bed in Persona 5 felt frustrating, but Dollman telling me to take a shower whenever I talk to him is even more annoying. The story seemed much more predictable than the original too! This isn't to say I didn't have moments I loved. There are some supremely silly and awesome segments, and I'll admit two plot twists did surprise me. Two of my favorite characters from the original game are handled well too. Images via Kojima Productions It is a shame the story does end up hitting familiar and expected beats, since I do appreciate so many of the new delivery options and opportunities. As usual, we can take on main orders during the campaign at designated spots, help with side orders found at certain hubs or prepper homes, and pick up packages found as we cross the country to complete deliveries that, for some reason, didn’t happen. A new addition involves rescuing animals in the outback after a certain point in the campaign. We still are limited to only seeing a brief description of what items in packages are, aside from a few situations in which it’s made more obvious what we’re delivering, but it works really well! The soundtrack is amazing again, and it's a joy to listen to when walking or driving in Chiral Network-connected spaces. I feel more options for getting deliveries done came up at a better pace in Death Stranding 2: On the Beach too. Many return from the first game. We have “bikes” early on, then the four-wheel pick-ups. Floating carts can be towed behind us. Different skeletons can be equipped to increase our stability, strength, or stamina, just like before. We can build ziplines, bridges, and roads. Monorails even come up at specific points. While walking is always an option, there’s a degree of variety and accessibility I appreciated with the other methods and enhancements offered in this sequel. If you are getting frustrated, the new fast travel options end up being a time saver (when available). Connecting preppers who aren't on your scheduled route feels worthwhile, due to the bonuses you get for taking the time to meet them. The new cryptobiote options come in handy. The option to use passive skills if you get enough memory and unlock nodes with new abilities is quite a boon too. I especially loved the ones regarding weather! Images via Kojima Productions That’s because I felt weather is only element that provides a “challenge” when on deliveries for most of the campaign in Death Stranding 2: On the Beach . There can be devastating windstorms that wear down your stamina and keep you from seeing Sam’s hand in front of his face. These are so dangerous that even using the Odradek to scan the terrain and use route planning to set a tentative path to follow become little to no help. Surging currents at rivers make those even more daunting, and I’d get genuinely mad when I realized I didn’t help contribute to bridge maintenance to protect them during storms. (I got especially mad if I had delicate cargo!) Earthquakes can make you lose your footing or damage cargo if you don't brace yourself when you get a warning. The elements wearing down Sam’s stamina in certain spots can be a real issue too. I genuinely tried to avoid certain paths and conditions, since they could be so bad. At the same time, there's also a haunting beauty to these extreme situations. We're witnessing disasters in these storms, but it's so pretty to watch at a distance. Yet due to the execution of certain elements, combat and BTs no longer feel like they posed the same threat in Death Stranding 2: On the Beach as in Death Stranding for much of the experience. BTs are present in certain locations and can be dangerous! However, Sam’s DOOMs level in this entry, when paired with the varied arsenal available, made me felt more equipped to wipe them out when I did happen upon these spots. I'd only avoid them if I had especially sensitive cargo. The brigands that appear would be an issue... if we weren't constantly using less-than-lethal force. As such, there’s no need to worry about Voidouts due to accidental deaths or trips to incinerators to properly dispose of bodies during the campaign. I actively ran bad guys over with my cars whenever possible, since the NPCs will swarm you, end up all clumped together in front of a four-wheel pick-up or bike, and there are no consequences to wiping them out in that incredibly efficient manner.  This doesn’t mean BT encounters and times when Sam needs to get tough with opponents aren’t satisfying or entertaining. I just didn’t feel afraid in the way I did when happening upon a bad storm in an area with uncertain footing. The gravitas of those situations from the original Death Stranding often absent. Images via Kojima Productions Since Death Stranding 2: On the Beach encourages cooperation in the same way Death Stranding did, I also ended up relying on the kindness of others almost immediately. I didn’t need to actually fabricate my own vehicles for much of my trip, as I could tap into online garages or walk outside facilities to grab ones nearby. There were already chargers appearing frequently (and I placed a few myself). Even though I played ahead of launch for my review, I already got to enjoy infrastructure like roads and ziplines. Kojima Productions does introduce us to these building elements fairly swiftly, which works to our advantage as players, and I felt it became a substantial help during some particularly long voyages or more sensitive situations. Since vehicular transportation ended up being my "go-to" for most of my deliveries (and enemy deaths), I really appreciated jump ramps, roads, and bridges. While Death Stranding 2: On the Beach can feel like a step forward for gameplay, I feel like Kojima Productions took a step back with its narrative and difficulty. Making deliveries is quite fun, with varied options for exploration and different environmental experiences. But fighting often lacks consequences and some characters' development felt altered. I enjoyed myself when I followed Sam on his way through this gorgeous game, but the Death Stranding sequel can feel rather predictable. Death Stranding 2: On the Beach early access started on the PS5 on June 24, 2025, and the full release date is June 26, 2025. A limited edition DualSense controller is also available. The post Review: Death Stranding 2 Walks a Familiar Path appeared first on Siliconera .
Reviews Articles and News - SiliconeraJun 23
Death Stranding 2 Review - Tied Up
Death Stranding 2 Review - Tied UpAfter its predecessor served as a beacon of novelty amidst a sea of stagnation, Death Stranding 2: On The Beach had a big challenge to overcome. Death Stranding's absurd nature, encompassing everything from urine grenades to gently rocking your controller to calm a distressed baby, was coupled with a rich new setting to unravel. Step by step, Sam Porter Bridges connected a post-apocalyptic America to a network by making dozens of deliveries from one point to another. Its slow and methodical pace made it somewhat of an outlier in the AAA space. The sequel follows suit in most ways that made its predecessor stand out. The core foundation remains unchanged--planning and executing each delivery requires strategy and improvisation, and they're still satisfying to pull off. But this second iteration doesn't feel as arresting as it mired in familiar story beats, a disappointing lack of friction, and an obsession with doubling down on the weaker aspects of Death Stranding. Gallery The story begins with Sam living a reclusive life near the Mexico border with Lou, the now-grown baby from the first game. A familiar face inevitably finds Sam and, once again, asks for help connecting an array of facilities to the network. This time, your destinations are fictional depictions of Mexico and Australia, and the journey involves collaborating with a growing crew of characters that cruise around with you in the DHV Magellan, a Metal Gear-shaped ship serving as the base of operations. Throughout the 33 hours it took me to reach the end credits, which included a few side activities along the way, the story focused on the effects of connecting the United States to the Chiral Network, while uncovering the whereabouts of returning characters. Sam's new tale is told sporadically, which feels like watching a very slow season of a TV show. Completing main missions grants enough parcels of story here and there to keep you engaged, but I spent a lot of time longing for a cutscene or conversation that might shed a little clarity or answers to mysteries introduced early on, as cutscenes sometimes fail to deliver relevant information or any character development. That being said, while some of the eventual revelations weren't as impactful as I had hoped, my interest in seeing the story through didn't wane. Continue Reading at GameSpot
GameSpot - Game ReviewsJun 23
Death Stranding 2: On The Beach Review - Boundless Sincerity Aside Flaws
Death Stranding 2: On The Beach Review - Boundless Sincerity Aside Flaws<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/23/4f7b9727/06_world.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> Reviewed on: PlayStation 5 Platform: PlayStation 5 Publisher: Sony Computer Entertainment Developer: Kojima Productions Rating: Mature <p>Kojima Productions has proven it is good at sequels. Metal Gear Solid 2: Sons of Liberty was an incredibly impactful game that remains my favorite from director Hideo Kojima and his team. As a result, I went into Death Stranding 2: On the Beach with high expectations. Continuing the story in this fascinating world while iterating on the delivery mechanics of the first game seemed like an inevitable recipe for success. Mechanically, the sequel is absolutely an upgrade over the first. Improved tools and better options make exploring and connecting Australia and Mexico more fun, despite some frustrations persisting. The narrative, however, is where I was sometimes left cold.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/HdzIwQhYABQ" frameborder="0" allow="autoplay" allowfullscreen="true">&nbsp;</iframe><p>Death Stranding 2 picks up shortly after the events of the first game, with protagonist Sam living in self-imposed isolation while he raises his child without the influence or demands of the government. Being a stay-at-home dad doesn’t suit him for long, though, and he is quickly pulled back into the porter life. I won’t go into detail about what happens, but the story picks up quickly, planting many narrative seeds primarily focused on the new cast of characters and their history in the world.</p><p>Kojima Productions has set a high bar of unexpected twists and revelations throughout its gameography. Death Stranding 2 delivers plenty of twists, especially during its final hours, when I was most engaged in the story, but save for a few moments, I was rarely surprised and often left wanting more. Mostly, I stared ahead stone-faced while characters explained everything with detailed monologues at varying degrees of performance quality. Some effortlessly demanded my full attention, but the underwhelming performances felt like bored teachers giving the same lecture for the third time that day. Also, to be blunt, despite admiring the performance, I didn’t find Higgs to be a compelling villain in the first game, and I am disappointed he survived into the sequel.</p><p class="inline-rich-content-placeholder">&nbsp;</p><p>I am a proponent of what I lovingly refer to as “Hideo Kojima bulls---". I am always eager for the cart to go off the rails, but the thing I have always admired about previous Kojima Production games is their ability to, for better and sometimes worse, fully justify the narrative insanity in which you’re participating. There are at least a few instances in Death Stranding 2 that simply felt weird for the sake of being weird, as though a quota of odd moments needed to be met. These instances felt forced, but thankfully, some bizarre moments meet the target of being ridiculous with explanation.</p><p>For all my complaints about not feeling strongly about the narrative or not enjoying some of its strangest moments, I was still far more engaged in the story than the average video game narrative. Even with its shortcomings, it is a story I will continue to think about for some time, and I am eager to see and participate in discussions about its larger meanings, as well as the parts I didn’t enjoy.</p><p>The narrative ultimately makes up a small but important part of the larger game. Between cutscenes, you must continue your mission of uniting the world by making deliveries. Sometimes, it’s delivering pizza to a scientist, VTuber, while other times, it is life-saving medical equipment for a collective of pregnant women. Each delivery is treated with the same importance, and the tools to do so are greatly expanded. Alongside nearly every tool from the first game, there is a whole new suite of unlockable options, like monorails that make deliveries fun and weird. I also much prefer the layout of Australia (where the majority of the game takes place) to Death Stranding’s United Cities of America. The environment is more varied and generally more amenable to porters like me who prefer driving a three-wheeled motorcycle over hoofing it on foot.</p><p class="inline-rich-content-placeholder">&nbsp;</p><p>Death Stranding 2 can be frustrating, though. The common video game complaint of just doing fetch quests is undeniably the core design of Death Stranding and its sequel, and sometimes it feels like that is exactly what it is. It can be exhausting to ferry boxes back and forth, and getting stuck in the middle of nowhere without the ability to charge your battery just feels bad. Getting interrupted to randomly fight a tar-covered boss on the way to complete a simple delivery can also be rough because it ruins your pacing. Thankfully, compared to the first game, these instances are much less frequent and more fun to complete thanks to vastly improved gunplay. It can still hurt, though, when you just need to get over that hill to drop off a package and take a shower. Alternatively, it can also feel triumphant to finally make it to your destination just as your shoes are about to wear down and the batteries on your robotic legs are knocking on death’s door.</p><p>Death Stranding 2 is a game with faults and annoyances, but it also makes big, expensive swings and is trying to establish its own unique genre, often successfully. I’ll happily take the misses alongside the hits. The world is bizarre and beautiful and impressively thought out, from the overall design of the world down to the UI of its fictional phones. What keeps me coming back the most, though, and the reason I will continue to make deliveries after publishing this review, is Death Stranding 2’s boundless sincerity. The cast is fighting for connection and the future, and I am rooting for them, even when I think they’re being a little weird.</p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/23/ab8f3a46/01_characters.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/23/c90c9b41/04_characters.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/23/d2877295/16_social-strand-system.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/23/8471a0d1/05_characters.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/23/a703102f/11_enemy.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/23/7e0cc687/17_monorail.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/23/da1f52e8/08_world.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/23/d3dd3c90/02_characters.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/23/ede96e77/12_enemy.jpg'></figure></section> Score: 8.75 About Game Informer's review system
Game Informer ReviewsJun 23
Review: Yakuza 0 Director’s Cut Feels Definitive
Review: Yakuza 0 Director’s Cut Feels Definitive Yakuza 0 Director’s Cut is a fantastic game for so many reasons. It’s an updated release of a top-tier Like a Dragon installment with a new mode and more story segments. It runs wonderfully on the Switch 2, which is great to see considering what it took to even get the original on the previous system . It’s also a perfect way to get introduced to a series that might otherwise be off-putting due to how many entries there are and the history of the Tojo Clan. I can’t help but feel like Yakuza 0 Director's Cut being on the Switch 2 is a way to usher in even more people to one of Sega’s best series. Both Kazuma Kiryu and Goro Majima are at precarious points in their careers as Tojo Clan yakuza as Yakuza 0 Director’s Cut begins. In the early moments in Kamurocho, Kiryu is framed for a murder that took place in an empty lot and, as a result, asks to leave the Dojima Family to protect Shintaro Kazama, who he’s under in the organization, from any trouble. When that doesn’t work, he uses his new freedom to investigate the situation. Meanwhile, Majima is being punished by the Shimano Family in Sotenbori after an assassination incident, though he’s told targeting a woman named Makoto Makimura could make all those issues go away. Remember that empty lot I mentioned earlier? Makoto now owns it, and the realtor Tetsu Tachibana that Kiryu is working for is looking for her too. Everyone is willing to go to great lengths to get that property, with only these two standing in the way. https://www.youtube.com/watch?v=U2nhjslX9as&t=2s At its core, Yakuza 0 features an incredible story, so there’s not too much to say about the direction Yakuza 0 Director’s Cut takes. It’s still a fantastic introduction to both Kiryu and Majima. We’re seeing them each at a formative period of their lives. It’s also portrayed a nuanced and tense situation filled with all kinds of excitement. I still think it’s one of the strongest tales in the series.  That’s enhanced by the addition of almost 30 minutes of new cutscenes that add more to the story. I don’t want to spoil anything. However, I do think they’re positive supplements. They help offer more insight into certain characters and situations. I feel like some helped with possible plotholes, as well as offering more explanation for how people got some information. There’s one I especially enjoyed between Kiryu and Nishikiyama. It really helps with establishing their relationship. The gameplay in Yakuza 0 Director’s Cut works exactly like the original game and other installments ahead of the name change to Like a Dragon , so Switch 2 owners with any experience with the series will be fine. For those entirely new to the series, it's essentially sending us into two cities that are entirely open and filled with optional quests, minigame experiences, random fights against thugs, and of course a campaign you'll probably eventually get to. Kiryu will be going around Kamurocho, while Majima is in Sotenbori. Mainline missions involve heading to various locations and getting into brawls while using different fighting styles. Investing money in yourself increases your range of abilities and powers. Sub Stories abound, many of them absolutely hilarious or memorable for other reasons. The Cabaret Club management simulation in Majima’s route also serves as one of the most engaging and entertaining of those sims. I suppose the real selling point here is how well all of this works on the Switch 2. The game works great. There are no hiccups. There’s no lag in fights. It’s fantastic.  Images via Sega Which means for those who opt into the new Red Light Raid mode should find that working rather well. It’s essentially a horde mode fight. There are different locations and challenges that involve fighting through enemies in a minimum of 10 stages, with most lasting for 15 stages. You use Kiryu, Majima, and other characters to survive and take opponents down. I do recommend going into it after playing for a bit, so you’re familiar with the moveset and capable of accessing extra characters.  I will say that while the option of English voice acting in Yakuza 0 Director’s Cut is great, it’s still not for everyone. The casting can be hit or miss sometimes. Matt Mercer is absolutely fantastic as Goro Majima, but then we knew he’s great at the role since games like Like a Dragon: Pirate Yakuza in Hawaii . I do think Yong Yea still doesn’t feel right as Kazuma Kiryu. I’d hoped since he’d had some time with it, maybe his performance would improve, but I’m still not feeling it. Especially since Takaya Kuroda is so good and expressive in the role. There’s a sense of nuance that Yea doesn’t seem to catch in his portrayals, and I find it difficult to go with the English dub as a result. Kaiji Tang (Akira Nishikiyama), Risa Mei (Makoto Makimura), and David Hayter (Osamu Kashiwagi) are also standouts.  Yakuza 0 Director’s Cut is the most packed version of what I consider the best game in the series. The story is a fantastic one, and the additional cutscenes present in this release act as a great complement to what’s already here. The gameplay is fantastic, and it runs so well on the Switch 2. Red Light Raid is also entertaining for those who really enjoy the combat system. The English voice acting is generally good, with a few actors feeling out of place or not keeping up with the original Japanese performances, and it is nice to have that option. Yakuza 0 Director’s Cut is a fantastic Like a Dragon game, and I feel itis a perfect addition to the Switch 2 launch library.  Yakuza 0 Director’s Cut is available for the Switch 2 .  The post Review: Yakuza 0 Director’s Cut Feels Definitive appeared first on Siliconera .
Reviews Articles and News - SiliconeraJun 19
Splitgate 2 Review
Splitgate 2 ReviewA decent successor that expands on the original, but never really surpasses it.
IGN PC ReviewsJun 19