PC Game Reviews
PC Game Reviews
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Our detailed reviews help you make informed decisions about your next PC game purchase. We provide a thorough analysis of gameplay, graphics, story, and more.
Free Fantasy Life i: The Girl Who Steals Time DLC to Appear Around Christmas 2025
Free Fantasy Life i: The Girl Who Steals Time DLC to Appear Around Christmas 2025 Level-5 shared a second trailer and updated release window for “ The Sinister Broker Bazario’s Schemes ,” which will be the first major DLC released for Fantasy Life i: The Girl Who Steals Time . The update will come out around December 25, 2025 (Christmas), and it will be for free for anyone who owns a copy of the game . The trailer is almost three minutes long. It provides more information on how the DLC will work in Fantasy Life i , as well as the plot behind it. You’re transported to Snoozaland, with your character reverted to Level 1. The game will play like a combination of an open world and roguelike, so you’ll have to collect new weapons and stuff from treasure chests around the island. Beating Snoozaland will let you take back fancy items for free to the main game. Each new attempt to beat Snoozaland will be different, adding replay value. You can watch the second trailer here: https://www.youtube.com/watch?v=3zUiaq36_xk The end of the trailer teases yet another piece of DLC. You’ll be able to fight against the powerful Primordial Dragon. More information about this will come out later. Fantasy Life i: The Girl Who Steals Time is a sequel to Fantasy Life , and it came out in May 2025. It’s a role-playing life simulation game, and players have to switch between fourteen different jobs to complete tasks.  Fantasy Life i: The Girl Who Steals Time is available on the Switch, Switch 2, PS4, PS5, Xbox Series X, and Windows PC. You can read our review of it here . The post Free Fantasy Life i: The Girl Who Steals Time DLC to Appear Around Christmas 2025 appeared first on Siliconera .
PC News Category - SiliconeraDec 19
Octopath Traveler 0 Review
Octopath Traveler 0 ReviewOctopath Traveler 0 asks you to stick with a 100-hour journey, and it rewards you with an experience only lengthy RPGs can pull off.
IGN PC ArticlesDec 19
Review: News Tower Offers a Satisfying Newspaper Management Loop
Review: News Tower Offers a Satisfying Newspaper Management Loop In games where we manage a business, organization, or city, there’s always a consistent gameplay loop. We set up a situation. We let that run for a bit and hope for success. Depending on how that goes, we respond. In the best case scenarios, it’s setting a path for consistent expansion before maintaining stable success. But it can also be just as engrossing if things aren’t going as expected and we need to triage. News Tower, Sparrow Night’s newspaper management simulation, offers a near-perfect gameplay and feedback loop that encourages constant investments.  The general premise is very simple. You’re living in New York in 1929. You get the chance to create and manage a newspaper inherited from your deceased father, deciding the direction you take and your sphere of coverage. (Yes, this means you could go moral or sensational.) This means maintaining and organizing your building and newsroom, as well as determining your sphere of coverage, revenue sources, factions you support, and range of distribution. If you do well you won’t only survive, but also best competing newspapers Empire Observer and Jersey Beacon. (Doing that nets you Lowrise and Highrise building and game modes with new challenges.) Basically, you get the opportunity to cover topics that would come up between 1930-1939 based on actual events. Maintain your office, find stories, prepare a weekly paper, see the response, invest in your office and employees, use what you learned to fine tune stories for next week, and keep learning, reporting, and hopefully succeeding. https://www.youtube.com/watch?v=zEya-_8sxsI General News Tower progression is divided into two parts. One involves building layout and management. You can purchase floors, place staircases, a generator, and lights, set up a research section with things like telegraphing stations and reporter desks, a text area with assembly tables and typesetting desks, and setting up a printer with input and output modules, belts, and a printer page module. There are also elements to help increase comfort, divisions, and efficiency, like a bathroom, pneumatic tubes, elevators instead of stairs, comfort elements, and walls to further set up divisions. But there’s a lot of getting things set up, then hiring people to manage them.  Now, this part is incredibly enjoyable, but it also is an element that I found I didn’t engage with as often as I did the actual newspaper management. Setting up a building to ensure everything flows together, there’s efficient movement between stations, and people can get around matters! I did find I’d need to tweak and adjust things, especially as the paper and building grew. But that actual setup part doesn’t seem to come up as frequently as other management elements. Image via Sparrow Night Which may be for the best! There are a lot of management elements in News Tower , such as keeping an eye on staff, making decisions about news coverage, trying to improve circulation, balance faction requests, and deal with malicious attempts to hamper your success. When we start a game, we can hire reporters who focus on crime, the economy, entertainment, politics, society, sports, and world news. We invest in people to improve them, but also need to take care when sending journalists on assignments as they could end up injured. You wait for ideas to come in on the telegraph. When a story possibly comes up, you need to go through different parts and assign a person to work it. Skill points can dictate how fast progress goes. The number of printer page presses you have determine how many stories you can do, with one page having room for three stories. The meat of it comes from assigning stories, having staff move things from one section to another, and prepare to put out your Sunday papers. Though, from what I’ve seen, a little extra micromanagement to ensure priority stories are staff’s main focus and manually moving some elements along is better than leaving folks to their own devices.  I mentioned earlier that you can decide how you cover things. News Tower lets you choose between lies and the truth. You can be practical and honest, or try and lean toward clickbait sorts of situations. These elements can affect popularity and public response. (As can things like pricing.) It also determines whether you’ll catch the attention of different factions. Which plays into the hazards that can come up in News Tower . Issues like smells from a bathroom or sound could be a problem, requiring acoustic panels, walls, and sinks. The printing press is a mechanical monster that’s hot, noisy, and generally unpleasant, so building layouts need to take that into account to ensure people are comfortable enough to actually work. Because if people aren’t happy, they won’t perform. Factions might be unhappy with your coverage choices. (You know, reporting the truth.) This could lead to members of the military or criminal organizations coming in with threats or bribes. Spies can come in to damage equipment. It feels like there’s never enough money, which means taking out loans.  Images via Sparrow Night Given how much is happening at once, that News Tower works so well is a testament to Sparrow Night’s work. However, I found that can make it especially noticeable when something doesn’t work exactly right or is a little unbalanced. The UI is a bit cluttered and sometimes isn’t as intuitive as you’d expect for all the information coming in at any time. I got used to it, but it’s a bit to take in when you start. Also, while moral and quality decisions come up, I felt like the simulation didn’t go far enough to reward or penalize these kinds of actions and decisions. While going bankrupt is a threat and there are rivals, it’s pretty easy to work out how to get ad opportunities and the other papers aren’t a genuine threat. Which meant after about 10 to 15 hours or when you are in your second or third run, it might not feel as thrilling. (But even then, it taking that long to start feeling “routine” is pretty good!) I encountered an array of bugs as well, but found the issues with staff intelligence and minor problems seem to be covered in Sparrow Night’s patches , so I’m pretty sure they’ll be squashed in the next few weeks and months.  News Tower is a satisfying business management simulation that involves optimizing offices and reporting procedures to ensure success. It feels like there’s are opportunities to keep investing and growing. It can even be so satisfying that it stays compelling for hours. There are some minor issues and sometimes it might feel a bit too easy or routine when you get used to things, but I still very much recommend it. News Tower is available on PCs, and there is a demo on Steam . The post Review: News Tower Offers a Satisfying Newspaper Management Loop appeared first on Siliconera .
PC News Category - SiliconeraDec 18
Review: Dogpile Is Full of Good Dogs
Review: Dogpile Is Full of Good Dogs Dogpile is a Suika Game like puzzle, which isn’t uncommon as of late, but it’s one of the most intriguing due to its deck-building nature and implementation of roguelike elements. While there is a barebones, straightforward sort approach that just involves matching dogs, the real fun comes from playing around with your deck, dogs’ traits, and other elements to keep successfully adding more pups to your yard.  In Dogpile , you start with a yard and no dogs. Which is no good. You need puppers in your life! Fortunately, there are small and big ones, ranging from a score of a teeny lil’ dude at a “1” or a big ol’ buddy that is a “King.” Each hand deals you three cards you must play, which could be dogs, trainer ones that affect the dogs, or a pet store for a shopping visit. (Depending on the tags on your collar and traits, you might draw more than three.) Your goal is to keep hitting bone objectives through merging dogs to get bigger ones, to meet objectives and get to go to the dog wash for perks, while also earning money you can spend at the pet shop for more dog cards, trainer cards, and tags with perks. It’s all incredibly clever, coupled with an amusing “script” that features great descriptions for items and a personable flea as a “guide.” https://www.youtube.com/watch?v=3nypRrTHPCE At its heart, Dogpile is a matching game like Suika Game , since we have the well in the center of the screen and the different sized animals that merge with identical pairs of themselves to create a bigger one, continuing to merge them until they can get no bigger. But it’s the implementation of the deck-building elements and sorts of traits found in roguelikes that makes it feel like we have more decisive and strategic control over things. For example, the dog wash allows us to grant one of three traits to three dogs from our deck. Maybe we go with an upgrade that improves all of them by one level? Perhaps we make them all teenier than they were before. We could also always go with making them friendly, which I love because it then automatically makes them rush over in the yard to pair up with their match. While there are good traits like the ones I mentioned, such as making them extra good to get more currency or a pack trait that will automatically also use another dog card from your deck and deploy it, there are negative traits too. Timid will make them run away from other dogs. If one is fostered, it becomes a single-use card. A dog could end up temporarily crated, which makes it unable to match for a number of hands. And if a dog has fleas, none of its positive traits will come in. A royal dog is opposite of a miniature one, as it will be bigger than usual. Not to mention missing bone criteria via matching will mean incurring a punishment like temporary crating, fleas, or adding a rock to the yard. It makes you think about your decisions and consider adding more trainer cards like a sponge that could wash negative traits off a dog in the yard, sheers to make one in the yard miniature, or a treat to make a specific one extra good. Images via Studio Folly, Toot Games, Foot The tags are also great. You’re limited to a certain number on your collar, and these are exclusively purchased in the pet shop. These can give you things like more bones or more money for certain actions, ensuring a certain option always appears at the dog wash, automatically assign traits to certain classes of dogs, and other bonuses for playing in certain ways if equipped. While we can only hold a certain number on our collar at a time, they can be sold back for funds and to make room for more. It’s almost like they’re relics like in typical roguelikes or deck-builders, offering a reason and excuse to tailor our deck and playstyle to a certain situation. Dogpile also deviates from Suika Game to behave more like Balatro with its varied decks. If you “beat” a game by getting the Saint Bernard (King), you can unlock a new deck. These could change the difficulty of a run, depending on the situation. I also noticed that, while no new dogs appeared, I did sometimes see new tags after getting more decks.  Images via Studio Folly, Toot Games, Foot Dogpile combines the Suika Game formula with deck-building, and I really like the results. It’s quite clever and incredibly cute. I loved playing around with certain builds and trying to capitalize on putting together decks that involved certain mechanics. Did I see myself getting near the endgame? Eliminate all smaller dogs to prioritize minimized versions of larger ones in the deck! Did I want to make things easier for myself and not worry about placements? Try and add friendly and pack traits to as many dogs as possible. I really loved challenging myself and working things out.  Dogpile is available for PCs.  The post Review: Dogpile Is Full of Good Dogs appeared first on Siliconera .
PC News Category - SiliconeraDec 17
Destiny 2: Renegades Review
Destiny 2: Renegades ReviewThis Star Wars-flavored expansion is cringey and light on content, but what’s there works surprisingly well.
IGN PC ArticlesDec 15
Review: PancitoMerge Adds More Flavor to the Suika Game Recipe
Review: PancitoMerge Adds More Flavor to the Suika Game Recipe Ever since the Suika Game ( Watermelon Game ) appeared in 2021 , we’ve seen a lot of companies build on that matching formula for their own titles and takes on the concept. Inti Creates made a version tied to Azure Striker Gunvolt . BeXide made 3D generic and Hololive takes on the concept. With Fayer and Sketchy Ceviche’s PancitoMerge , we again get a 2D Suika Game like, but there’s more strategic intent to it that adds extra flavor to the affair. There’s no need to worry about any sort of story in PancitoMerge , as just like Suika Game it gets right down to making matches. This puzzle game takes place in a Mexican bakery. As you drop different types of pan dulce, you’ll see two of the same variety merge together to create a new, larger option. The “well” in which all items drop looks like a bag, which gradually fills as you let new elements fall in. Every few moves, a new customer will come to the door in search of a different pastry, which you can then pluck from your bag and give to them in order to maintain a combo. You’re scored based on number of pastries in the bag and successful maintained combos.  https://www.youtube.com/watch?v=eDGiXRE4Hgo Now, there are a lot of things that PancitoMerge does that I like more than Suika Game . The first is that I felt like it was better about the variety of items that show up as potential things to drop into the bag. In Suika Game , it typically feels like it sticks to the first two to four options most frequently appear as drops. Here, after both getting past 1,000 points and unlocking certain treats, I’d occasionally see some of the larger, later drops come up like an empanada de fruta or concha. (I think I even saw a Marranito come up as a drop once.) This is helpful for matching purposes, of course, but it’s also pretty invaluable for the “customer service element of things.  By the way, the pan dulce designs are fantastic and incredibly recognizable. Like you can clearly tell these are things like besos, chinos, cubiletes, galletas, gendarmes, nino envueltos, and polvorones. There are a few different bakery designs that can unlock, with each one featuring different desserts, which is a nice touch. Images via Fayer and Sketchy Ceviche The customers part of PancitoMerge is also absolutely fantastic. Every few turns, a new individual will show up at the door requesting a specific type of baked good. Like a luchador might want an oreja. If you have it, you press a button to pluck it from the bag and offer it to the person. If you have more than one of it, you could select each one. If you don’t have the item, you have some leeway where the person will keep that request for a few drops before changing their order to something else. (That breaks your combo in the process.) Strategically, it’s fantastic. It frees up room in your bag! It might help you with some matches, in case one is in the way. Or you could just get rid of one of the smaller galletas that fell through the cracks to the bottom. Speaking of rearranging, PancitoMerge includes a shake bag mechanic. From time to time, you can occasionally press the triggers to shake things slightly. Think of it like the tilt function in a pinball game. Does it help? Sometimes, yeah. So much so that I would even save up the shakes to ensure it might be ready when I’d be closer to the top or in need of a larger, more high-value pastry. Screenshot by Siliconera The only thing I noticed is that if someone does prefer shorter Suika Game style merging puzzle sessions, PancitoMerge isn’t that. Because of the more strategic elements like serving certain items to customers and shaking the bag, it is very easy to get a minimum of 2,000 points before things start to get challenging. Even then, as long as you’re playing smart, I think someone could maybe even get to 3,000 without too much trouble. (But then again, I have been playing a lot of games like this lately.) I really love PancitoMerge and feel like it’s a more stylish and thoughtful approach to the Suika Game style matching and merging puzzle. The different pan dulce desserts all look fantastic. The themes are great. I loved being able to serve customers in the name of more points and bag management. Even something so similar as a little bag shake helped a lot. It means longer game sessions, which I saw as a plus, as well. It’s just a lovely little puzzle game.  PancitoMerge is available for PCs via Steam . The post Review: PancitoMerge Adds More Flavor to the Suika Game Recipe appeared first on Siliconera .
PC News Category - SiliconeraDec 15
Review: Goodnight Universe Might Make You Cry
Review: Goodnight Universe Might Make You Cry Nice Dream experimented with unexpected control schemes for the first time with Before Your Eyes . As the name suggested, tracking your blinking helped control memories. In Goodnight Universe , that concept is expanded upon and added to a much more compelling story that sees us helping an above average, supernaturally gifted baby find his way through extraordinary situations. Isaac isn’t your average baby. He’s smarter than normal, able to understand the world around him and engage in some pretty complex problem solving situations. There’s also the telekinesis. But he can’t just spend time processing that and trying to connect with his awkward family. There’s a company named Aio Industries that is very aware of what Isaac is capable of and wants to use him for their own purposes. https://www.youtube.com/watch?v=TuGuy9VsDxs While Goodnight Universe can be controlled via more typical control schemes, such as a controller, and there will be some segments where we need to move Isaac, the main mechanic here involves actually looking at things and blinking in order to affect the world around you and make things happen. (As such, it’s not a great fit for something like a Steam Deck or handheld gaming PC!) I played using the built-in webcam on a laptop, and it worked pretty well. I do recommend calibrating the game first in Settings to ensure it is catching your eye tracking, since there will be some segments where you want to be certain the game is recognizing when you’re focusing on an object/person or blinking. But I found it’s quite capable in most situations. There are some situations where I did notice it didn’t seem to recognize my inputs, but those were ones where there time felt of the essence and I wasn’t sure if it was due to my moving too quickly and out of my patterns or the game not properly recognizing it. After playing all of Goodnight Universe via the intended control scheme, which didn’t take long since it is three hours or so, I did try it playing only with a controller. It definitely feels less “special” that way. So I will say if you can’t play it with the eye-tracking option, you will be missing out. Images via Nice Dream While Goodnight Universe is an adventure game, it can also feel a bit like a visual novel or interactive movie due to how heavy and pivotal the story and character relationships are. It’s an incredibly well-written affair with a lot of moments that can hit you hard. This is all without feeling overly melodramatic. The plot beats are amazing here. While it also is a drama with some supernatural thriller elements, there’s some levity too. It’s genuinely funny! Some altercations with Aio Industries are scary! As someone who was incredibly close to her grandfather, the parts involve Angus got me misty. This game is absolutely moving and heartfelt. There are a few parts around the middle that feel a bit slow, but in general the pacing is okay. A part of that also has to do with the fantastic casting. I really loved Lewis Pullman as Isaac, and Tessa Espinola does a great job as Cleo. Both Al Madigal and Kerri Kenney-Silver are perfect picks as Isaac and Cleo’s parents, and I’m glad they went with folks who are so adept at comedy for those roles. Perhaps my favorite was Beau Bridges as Angus, as he nailed the part, came across as sympathetic, and it ended up being quite a surprise to hear him. Images via Nice Dream Goodnight Universe features a wonderful story with great performances and a unique, competent control scheme. Said method even works pretty well, considering it’s relying only on eye-tracking! I will say part of the experience is lacking without that, so you should make sure you can play under optimal conditions. But even if you can’t, the narrative and performances from its stacked cast are pretty great. Goodnight Universe is available for the Switch 2, PS5, Xbox Series X, and PC .  The post Review: Goodnight Universe Might Make You Cry appeared first on Siliconera .
PC News Category - SiliconeraDec 14
Review: Forestrike Will Test Your Skills
Review: Forestrike Will Test Your Skills Forestrike , a roguelike about martial arts fights and the power of premonition, sounds like it makes so much sense. Go on a journey. Enter basically your “mind palace” to work out a fight in your head. Implement it in reality, based on your foresight, to ideally survive and keep moving forward. If you manage to learn exactly what you should and do everything right. There are times it can be great! But when it isn’t, I’ve found it can be the most frustrating roguelike I’ve ever played. A foreign Admiral placed Emperor Lun Liao under his spell, and Yu is one of the few who sees exactly what’s going on. As such, our warrior heads out under one of multiple Masters and Paths in order to deal with the Admiral and save the country. This means using the power of The Cold Eye, The Leaf, The Monkey, The Storm, and The Tiger to win, with only Master Talgun and The Leaf available initially. While you will head through the Moongate and practice using foresight to deal with the situation, you need to go through everything in reality, with no practicing, to understand the full scope of this political thriller and discover the truth.  https://www.youtube.com/watch?v=ZCbJLFTjgbo&t=1s While it’s never guaranteed that a roguelike will feature a fantastic story, or even offer any explanation at all, Forestrike offers an explanation and intent. Granted, you absolutely need to earn it! (Not to mention, I had to unlock my favorite Master.) Which is frustrating due to the difficulty. After seeing the outcome, I do think it is interesting. However, I’m not a fan of a design decision that means you lose access to certain options once beating a run with them. I feel like narratively, more could have been done with it, not to mention I really liked certain run types a lot. I do appreciate how the narrative does tie in to the repetitious nature of things and explains the foresight ability. When a Forestrike run begins, you choose a Master. This influences the techniques and moveset you get. You then head into fights against The Admiral’s forces. So an initial tutorial match will involve three enemies and Yu, with a task of surviving and perhaps accomplishing an optional goal for additional rewards. (For example, clearing it in under 10 moves.) Since Yu has three health and a heavy hit could knock out more than one, being careful is critical. Enemies come at you one at a time, and certain types have specific patterns you can memorize. You can use attacks or Techniques you’ve learned, and if you collected the right resources perhaps block or dodge an attack. When you win, you might get an active or passive Technique. These involve precise button presses and perhaps even resources. Once the first fight is done, you can see the map and determine which road (and experiences) you’ll face that run.  While Forestrike is a roguelike, in that we are picking a path, building a “deck” of moves, and should expect to try multiple times before we succeed, there are ways in which it doesn’t work like one. As a result, I feel like that weakens part of the experience. For example, the fights against foes felt random sometimes. I’d find myself in situations where I couldn’t win, even if I was doing things “right.” Also, unlike a more traditional roguelike, if you lose you don’t start off in a better place next time. You begin with nothing carrying over. As such, it can get incredibly frustrating going through an attempt. Things might go great and you’ll get situations that take advantage of your Techniques. But more often than not, I found myself outclassed.  I also felt like not all Masters’ paths were created equal. Some of them can be really cool and fun! The Leaf is a good start, and I enjoyed The Storm. The Monkey is my absolute favorite. However, I hated The Tiger, even though I really liked Buton as a character. Perhaps it’s just me, but it seemed like some were more creative and offered more opportunities for success depending on your choices and implementations of Techniques. Forestrike features an interesting concept and aesthetic I appreciate, but can feel unbalanced. I happened upon many situations where I felt like I couldn’t win, which was even why it took longer to prepare this review. I like the story and the way some of the martial arts movesets work. I just wish it didn’t often feel like chance so heavily affected my odds of success. Forestrike is available for the Switch and PC. The post Review: Forestrike Will Test Your Skills appeared first on Siliconera .
PC News Category - SiliconeraDec 13
Unbeatable Review
Unbeatable ReviewA visually striking rhythm game that suffers from an identity crisis.
IGN PC ArticlesDec 10
Routine Review
Routine ReviewA stylish and surprising sci-fi horror game.
IGN PC ArticlesDec 10