Comprehensive Game Reviews
Comprehensive Game Reviews
4 followers
23 articles/week
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: Yakuza Kiwami 2 Tells a Strong Story on Switch 2
Review: Yakuza Kiwami 2 Tells a Strong Story on Switch 2The Switch 2 port of Yakuza Kiwami 2 is an absolutely fine option for a newcomer to go with when picking up entries in the series.
Reviews Articles and News - SiliconeraNov 14
Call of Duty: Black Ops 7 Multiplayer Review in Progress
Call of Duty: Black Ops 7 Multiplayer Review in ProgressIt's still early, but BLOPS 7 multiplayer is a lot of fun so far.
IGN PC ReviewsNov 14
Call of Duty: Black Ops 7 review – A loaded box of content that’s mostly filled with goodies
Call of Duty: Black Ops 7 review – A loaded box of content that’s mostly filled with goodies Call of Duty has become such a well-oiled machine and massive undertaking across several of Activision's studios that each year's annual release can easily be considered as multiple games in one.  It's also a live-service title that evolves over many months, making its review a daunting task, especially around launch. But thanks to Activision and Treyarch's help, I've been playing the new Black Ops 7 for several days ahead of full release. This has notoriously been a feat quite difficult to set up in the era of Call of Duty HQ, where several titles are run out of the same app. But this year, the companies made it happen, allowing for extended play time ahead of launch day. Black Ops 7 features a four-player co-op campaign with one huge new addition, a new multiplayer suite, and several different kinds of Zombies experiences, meaning any kind of FPS player can find something fun within. And while the results are mixed in different areas, especially in how the DNA of specific games and spinoff modes can be felt throughout, the majority of the experience feels very worthwhile. Gym attire no longer required Image via Activision BO7 is lead studio Treyarch's second consecutive CoD launch, and its biggest strength lies in its multiplayer offering, which is robust on release day. There are 30 weapons and 19 maps, both of which contain remakes and callbacks to the franchise's past, namely Black Ops 2 . As a BO2 megafan, this feels right up my alley, especially when it comes to using weapons I used to dominate with in my (long-gone) competitive prime. These numbers will only grow with each month. Whether it's camo unlocks, calling card challenges, or just plain stomping noobs with friends, this is the most fun I've had in CoD multiplayer in years. And that is absolutely a direct effect of Activision and Treyarch tuning down how much a player's skill is taken into account with matchmaking. Players got a taste of the lower SBMM "Open Matchmaking" in the BO7 beta, and it's followed through to full launch. Games are now defined more by connection, so player skill on both teams feels more random than ever, which is a good thing. One game can be a sweatfest while the next may be a stomp in your favor, but it never feels like the deck is stacked against you just because you had a good K/D ratio in the match prior. This is how CoD should feel, and when it does, it's a total blast. For now, skill is a major determining factor in just one multiplayer playlist, and this will also be the case with Ranked Play when that launches in early 2026. I hope that things stay this way, because while there's totally a place for SBMM, it shouldn't be the default. Make no mistake, there will be times when you will still get absolutely chokeslammed by players who are better than you (especially with movement tech creating a new skill gap), but it won't be because the matchmaking algorithm said it needed to happen. It'll just be because that's who was in your lobby that game. The worry here, though, is that the lack of SBMM will end up scaring away the least-skilled players that it may have been meant to protect. Elsewhere, BO7 tweaks Black Ops 6's omnimovement with a wall-jump ability, which makes for exciting and sometimes hilarious moments when you're able to dance around an opponent in close quarters, offering some variety in the year-to-year release model. Overclocks also allow you to rank up and improve items, equipment, and scorestreaks to further extend the grind. Image via Activision This year's MP offers a mix of new maps, many of which have very solid three-lane designs, and classic returning ones like Raid, Express, and Nuketown. There are also new modes like the silly 20-vs-20 Skirmish and Capture The Flag-like Overload in addition to classics like Domination or Search and Destroy. With more of all of these content types promised every season, BO7 could easily have me and others coming back for the next year, so long as SBMM remains a lesser factor in the mix, making it feel like a true classic CoD multiplayer experience.  Still packs a punch Image via Activision Zombies mode is back yet again for the third year in a row, and while I'm a bit fatigued by it myself, the countless fans of the mode can't seem to get enough. This year's initial map and intro into the continuing story is called Ashes of the Damned, but that's just a part of what's available. Ashes of the Damned is part of the overarching plot of Zombies that's been going for years, and its Easter Egg quest goes live in the afternoon on launch day. Players across the world will group up to chase down its secrets, but from what I've played of the new map so far, it seems to be a "greatest hits" of the franchise with several familiar locations spread across the biggest map in Zombies history. And it can all be traversed with the first-ever Wonder Vehicle, Ol' Tessie. My grasp of the Zombies storyline is almost nonexistent these days, as it's gone from fun Easter Egg hunts in the original games to full-fledged convoluted multiversal-type exposition in recent games. But when it comes to equipping a weapon and using it to mow down zombies to unlock camos and earn XP, this is still as good as it gets. It will take some time to see how Ashes of the Damned is received once the Easter Egg quest is live, but for now, it's another serviceable adventure in the mode. I will admit, Activision showed me a peek of Ashes of the Damned's Easter Egg quest and final boss, and I think a lot of Zombies fans will be excited by the gameplay that the map brings, especially when it comes to Ol' Tessie. Beyond the base experience, there's also Survival mode, which is close to the classic round-based format from the mode's beginnings, where you're confined to a small area and just face endless waves of the undead. But for the true purists, there's the impending arrival of Damned mode, a nostalgic take that restricts the experience to no minimap, no loadout, the classic points system, and even difficulty modifiers to make things scarier. To top it off, there's the twin-stick shooter mode, Dead Ops Arcade 4, which even has its own unique unlocks, like a specific weapon camo at launch. This can be played in the classic top-down perspective, or fully in first-person, like other modes, further adding to the variety. Zombies are now as synonymous with the franchise as anything else, and it's well represented at launch with more content planned throughout seasonal updates. With all of these different options included, BO7 could end up being the most comprehensive Zombies offering CoD has had yet. But in the end, it doesn't even matter Image via Activision BO7's co-op campaign is a bit of a mixed bag, and it ends up as the weakest mode in the game this year despite having some fun moments. The few-hour story is built upon a handful of classic, on-rails cinematic missions with explosive set pieces like CoD is known for, but there are also some open-world-type endeavors reminiscent of Modern Warfare III's much-maligned Open Combat missions. Again, they leave a lot to be desired. These missions take place in Avalon, a map that seems built or destined for the Warzone battle royale experience (which may still happen). You're tasked with various objectives (go here, shoot enemies, defend an objective, etc.) and can move around it like you would Verdansk or any of the other large-scale maps, and traversal with movement abilities like the wingsuit or grapple hook makes it quite enjoyable. The action is interspersed with dialogue and cutscenes to break up the Warzone -like exploration and so unfortunately, this style of mission seems disjointed, less polished, and less CoD -like in design than the rest. To me, Avalon feels like a BR map that got scrapped in favor of Verdansk's return and repurposed for the bulk of BO7's campaign. Plot-wise, BO7's story events are a direct sequel to BO2 , and they revolve around David Mason and co. fighting a conglomerate and their hallucinogenic chemical weapon that brings the past back to haunt them. This allows for some fun sci-fi elements, like epic boss battles against huge foes and tons of encounters with spooky "Fear" enemies. Coupled with the backdrop of 2035, where AI and robot enemies have taken over, and how you can equip yourself with high-tech gadgets like a super jump or grappling hook, it creates a very un- CoD -like feel in the main missions. And they're the best the campaign has to offer in comparison with the Avalon stuff. Many multiplayer-centric gamers may say they don't care about the campaign in a CoD game, but I definitely do. The series is full of iconic moments and memories from its single-player portion, but I feel as though this latest entry is heavily lacking in that department. Image via Activision This campaign is definitely built to be played in co-op, and I think there's some fun to be had while playing the story's base missions with friends (or randomly matched teammates in matchmaking), especially with some light puzzle solving and bombastic boss fights. Disappointingly, playing the campaign solo is also a nightmarish experience, because there are several encounters meant to be done with multiple players, and it shows. There's no stand-in for teammates, so thankfully there's matchmaking, but it still feels like a misfire. Thankfully, once you finish the 10 main campaign missions, the new Endgame mode opens up, and that's where BO7 greatly differs from past titles. Endgame is a 32-player co-op experience that's part roguelike and part extraction shooter, and an evolving final piece of the campaign puzzle. In it, you deploy into Avalon with a persistent operator that resets upon death, so every match can be a perilous endeavor. It didn't take long to spot the DNA of both MWIII's MWZ and MWII's DMZ mode within, but it's different enough as a purely PvE experience that I think it's quite interesting. Completing objectives around the sprawling map and killing a variety of PvE enemies levels up your Combat Rating, unlocks new skills and abilities, and allows you to tackle high-level areas to find whatever lies within. Usually, they are very spongy bad guys that take teamwork to eliminate. I got a taste of what end-level Endgame feels like, and it's intense and challenging, but the rest is shrouded in secrecy for now. There's a lot of risk/reward to be taken into account in Endgame, similarly to extraction shooters like ARC Raiders, where you need to make the decision to get out of dodge and exfil while you can before getting overwhelmed and losing all of your operator's progress and having to start from scratch. Thankfully, you can field up to four operators, all with different individual levels (similarly to how DMZ's inventory system worked), so you can play as whichever one you please, depending on how hard you want to grind. Out of the box, Endgame feels like a promising co-op PvE romp full of challenges for players who wish to seek them out, even if it's just been built from the remnants of previous third CoD modes. At first, I wasn't sure of its longevity, although Activision confirmed to me that there will be time-limited modes and new content added to Endgame over time, as well as the game's other modes. Screenshot by Destructoid I was shown a peek at what's to come in season one, and I won't spoil anything too bad, but some limited time events include encounters with some classic, iconic Zombies baddies that should please players who are looking for more out of what's an already pretty cool new endeavor. Either way, I appreciate Endgame as a new risk and unique experience for the series, and I think the mode may end up surprising people in a positive way. The post Call of Duty: Black Ops 7 review – A loaded box of content that’s mostly filled with goodies appeared first on Destructoid .
Reviews Archive – DestructoidNov 14
Call of Duty: Black Ops 7 Review - A New But Familiar Way To Play Campaign
Call of Duty: Black Ops 7 Review - A New But Familiar Way To Play CampaignThe Call of Duty: Black Ops games lean into fantasy and often surprise with a mind-bending narrative, and the Black Ops 7 campaign is no exception. It's themed around the enemy using fear as a weapon, and you're dropped into a storyline filled with hallucinations of monsters, trippy locations, and bizarre scenarios. This is a specific flavor of Call of Duty story that only developer Treyarch has shown the capacity to tell, and despite a few stumbles, the Black Ops 7 campaign does enough to leverage the potential of its more psychological narratives, while also moving the satisfying shooter gameplay into a new framework. Confusingly enough, Black Ops 7 takes place over 40 years after the events of last year's Black Ops 6 and 10 years following the events of Black Ops 2. The story is set in 2035 as a direct sequel to Black Ops 2, and it brings back David Mason from that game as the main protagonist. In Black Ops 7, you see the effects of Black Ops 2's canonical ending, where Mason kills villain Raul Menendez and an uprising occurs. The world is now ravaged by violent conflict and psychological warfare, and The Guild, a global tech corporation, has stepped in to "protect" humanity from the chaos created by Menendez's followers. But uh-oh: Menendez seemingly returns despite his apparent death. David Mason looks slightly different in Black Ops 7, as he is now played by Milo Ventimiglia (Gilmore Girls, Heroes) instead of the original actor Sam Worthington. Michael Rooker (Guardians of the Galaxy) is back as Mike Harper, a role he played in Black Ops 2. Eric Samuels also returns from Black Ops 2, and the fourth member of the squad is Leilani "50/50" Tupuola, who is a new badass soldier with advanced bionics. This squad of four is known as Specter One, and they're guided by a much older version of Troy Marshall, played by Y'lan Noel (The First Purge), from Black Ops 6. Continue Reading at GameSpot
GameSpot - Game ReviewsNov 14
Call of Duty: Black Ops 7 Campaign Review
Call of Duty: Black Ops 7 Campaign ReviewThis ambitious campaign takes big swings that don't always land.
IGN PC ReviewsNov 14
Ambrosia Sky: Act One Review - Deep Space Burial
Ambrosia Sky: Act One Review - Deep Space BurialMetroid Prime meets PowerWash Simulator is the elevator pitch for Ambrosia Sky: Act One. Set aboard a derelict space colony within the rings of Saturn, you'll explore the apartments, science labs, and interstellar farms of this once-thriving community, reading notes, examining corpses, and using a tether to navigate unstable gravity fields. Equipped with a versatile chemical sprayer, you'll also cleanse the colony of the deadly fungi contaminating its every nook and cranny--a first-person cleaning process that's both cathartic and urgent, as you cycle through nozzle types and chemical agents to fight back against a hostile ecosystem by clearing it away. As a sci-fi cleaning game, Ambrosia Sky is relatively novel. Yet developer Soft Rains goes one step further by taking you on a melancholic and sentimental journey about death. Specifically, dying alone in the far reaches of our solar system. Playing as a woman named Dalia, you assume dual roles as both a field scientist and a space-faring undertaker known as a Scarab. When you're not hosing down fungus and piecing together what happened before everything went to hell, you're collecting biological samples from the dead and laying them to rest. "Where catastrophe strikes, Scarabs go," is the mystical group's unofficial motto. Their mission is to sequence the DNA of the recently deceased and find a way to reverse cellular decay in humans, all in pursuit of achieving immortality. But this lofty ambition takes a back seat to Dalia's personal conflict as she's forced to confront her past. Continue Reading at GameSpot
GameSpot - Game ReviewsNov 13
Hyrule Warriors: Age of Imprisonment Review - Reverent, But Redundant
Hyrule Warriors: Age of Imprisonment Review - Reverent, But Redundant Reviewed on: Switch 2 Platform: Switch 2 Publisher: Nintendo Developer: Koei Tecmo The Zelda franchise values its narrative, but its importance to defining the series rests behind elements like exploration and puzzle solving. The story of Zelda is, however, important to me, and it is especially personally important when it comes to The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Tears of the Kingdom. Without offering spoilers, the previous Hyrule Warriors, Age of Calamity, did not take Breath of the Wild’s canon seriously. It led to a supremely disappointing experience, despite some fun musou action. Age of Imprisonment offers myriad improvements across the board mechanically and visually, but my favorite element is that it treats Tears of the Kingdom’s story with respect.   Age of Imprisonment isn’t a prequel to Tears of the Kingdom, per se, but if you played that 2023 game, you will know what to expect from the story. It plays it safe by offering very little in the way of revelation, but it works as an opportunity to see more of Zelda’s circumstances and introduces lots of new characters that all have great designs and are fun to play as. The dialogue and voice performances are not particularly impressive (living up to the standard set by Tears of the Kingdom), but I enjoyed spending more time with Zelda and Rauru, and gaining a deeper insight into the tribulations they experienced. Like a typical Zelda game, however, the primary experience is not the plot. Imprisonment is a Musou game that follows in the mechanical and structural footsteps of Dynasty Warriors. Zelda must go on a series of missions with a deep bench of secondary characters, fighting thousands of enemies at a time across battlefields large and small. The gameplay is familiar to other games in the genre, and undeniably repetitive, but a number of wrinkles keep the action fresher than comparable games.   Alongside bouncing between multiple characters and using their various special moves as cooldowns expire, boss characters now enact certain special moves that require pausing time to select the correct counter for big payoffs. Knocking bosses out of the air or breaking their shields adds worthwhile contemplation to combat, but like mashing the attack button over and over against the same types of enemies, it did get old after approximately 20 hours. That said, it is the most enjoyable Musou combat I've experienced to date, and on Switch 2, it all looks and runs fantastically, which is a welcome upgrade over the first two Hyrule Warriors games. Outside of combat, you look over Tears of the Kingdom’s familiar map and allocate the items you’ve collected to where they are needed to upgrade your fighters. I enjoyed this break between missions because it offered the feeling of perusing Tears of the Kingdom’s map, and also created a worthwhile loop of collecting items and distributing them. It provided the added benefit of actually making me want to tackle sidequests, despite them all playing similarly. The items can also be used before each mission to upgrade weapons, increase attack power, experience, speed, and other stats, which makes all the collected items feel genuinely valuable and worth chasing.   Perhaps Age of Imprisonment’s best trick, however, is how it makes me feel like I’m back in the world of Tears of the Kingdom. The art direction, menu elements, music, sound effects, and more all make me feel like I am back in 2023 getting lost in one of my favorite games of the last decade. Imprisonment’s gameplay is very different, and not nearly as engaging or consistently novel, but I eagerly pulled the warm blanket around me while executing Zelda’s ultimate attack for the hundredth time. Score: 7.75 About Game Informer's review system
Game Informer ReviewsNov 13
Review: Life Sim Winter Burrow Makes Us a Tiny Mouse in a Cold World
Review: Life Sim Winter Burrow Makes Us a Tiny Mouse in a Cold World Did you grow up with cute animal movies like The Secret of NIMH and Watership Down that pulled no punches when it came to serious subjects? Do you also like games that offers comforting routines and life sim elements? Well, Winter Burrow ticks all of those boxes by presenting us with a life sim about a young mouse who's all alone in the world and trying to survive. While some pacing and design elements do get a little frustrating if you’re aware of how these types of titles go, it’s adorable, a little bit dark, and encourages “one more day” sorts of gameplay sessions. You’re a tiny mouse. You grew up in a burrow in the woods. Life was harsh and meant facing the elements to survive, but your family was together! Your parents headed with you to the city in search of a better life. However, that led to the two of them working themselves to death. With urban life unaffordable and you all alone, you return to the now dilapidated burrow to attempt to see if surviving in the woods alone might be better after all.  https://www.youtube.com/watch?v=jlQo0Buvv-4 As the name suggests, it’s the coldest season of the year in Winter Burrow, so your first priority when getting situated in this life sim is getting the mouse's burrow in the tree livable. Your four stats constantly displayed in the lower left corner are your mouse’s health, hunger, temperature, and stamina. Health can go down if you are attacked by enemies like beetles, you start starving, or you let your temperature get down to zero when outside too long. (Ice will form at the edges of the screen like on a windowpane when this happens, and a reddish tint can signal disaster.) Stamina goes down when you run or use tools like an axe, pickaxe, or shovel. Your goal is to venture out each day in occasional spurts to gather materials and accomplish certain goals. This means collecting materials and ingredients. In the initial area, you’ll find twigs that could be combined with mushrooms to make a snack, kill beetles to make a roast out of their meat, or find beechnuts that could be turned into a beechnut biscuit. The food you chop from logs could be turned into planks for furniture. Cutting down grass and finding tufts of fur can become cloth for clothing and shoes. Useful furniture, like beds or storage boxes, can be placed. Other materials can be used to repair parts of the burrow like the stove, workbench, sitting area, and basement mushroom garden. It’s essentially a situation in which you pick away at certain tasks to gain clothing and tools that make it easier for your to head into additional areas and accomplish more so you aren’t just surviving, but thriving.   Images via Pine Creek Games While I do appreciate that some aspects of Winter Burrow are designed to emphasize the survival elements of this life sim, it feels in desperate need of some quality of life additions or pacing patches. For example, unlike many crafting and life sims, you don’t get all your basic tools right away. You’ll spend quite a bit of time getting by with only an axe, needing to wait on a shovel and pickaxe. Likewise, it takes quite a bit of time to get more backpack space, as initially you only have the five spaces in your hotbar and then four slots in your bag. Key items like a, well, key? That also takes up a slot in your very limited bag. When watering mushrooms in the cellar “garden,” there’s no visual indication which plot was watered. I get that the limitations are designed to make you think critically about how much you can accomplish before the cold gets to your character or light runs out. But at the same time, we get access to warming drinks that would make it possible to explore into other regions of the map way before we get access to a bag that is large enough to actually make that kind of gathering mission worthwhile. I also happened upon some things that might be bugs? When you do get access to the shovel, it will note its attack as being 10. But when I tried to use it to attack a beetle instead of the axe… it did no damage? (Fortunately, it didn’t encourage aggro from the beetles in the area around the burrow, so I didn’t put the mouse in danger.) Mushrooms are supposed to also drop the spores you can use to plant in your basement, but once I unlocked it I only got one additional spores drop after about four hours.  Images via Pine Creek Games While those elements can get a little cumbersome, the tone in Winter Burrow is impeccable. It can go from calm and serene to darkly depressing in an instant. Like the aforementioned animals in Watership Down and The Secret of NIMH , life is absolutely not easy for the mice and creatures in the forest. We start with two deaths and a dilapidated home, then often see hope snatched away with the fear of more death and despair. At the same time, it’s compelling in a way that makes you want to keep pushing forward in the hope things will get better for this little rodent with your help. Especially since it all looks so charming and cute. While Winter Burrow doesn’t shy away from the darker sides of survival games, it’s also a charming and calming anthropomorphic mouse life sim. Yes, trying to get by in a big, cold world when you’re a teeny, tiny mouse with very little is tough! But if you take your time, plot out a reliable routine, and keep pushing forward, you might be okay.  Winter Burrow is available for the Switch and PC .  The post Review: Life Sim Winter Burrow Makes Us a Tiny Mouse in a Cold World appeared first on Siliconera .
Reviews Articles and News - SiliconeraNov 13
Dispatch Review - With Great Power Comes Guaranteed Paperwork
Dispatch Review - With Great Power Comes Guaranteed Paperwork Reviewed on: PC Platform: PlayStation 5, PC Publisher: AdHoc Studio Developer: AdHoc Studio Video games have been trying to compete with film for years. Some developers hire A-list actors, pile on cinematic spectacle, and chase Hollywood flash like a cartoon coyote chasing its prey. While trying to compete with film, games have often adopted the language of cinema. Dispatch offers an alternative. Instead of imitating movies, it borrows liberally from prestige television, showcasing character-driven storytelling, slow-burn drama, and high emotional stakes that tighten with every episode. AdHoc Studio is still a young team, but it came out of the gate swinging. Its first game proves that the old Telltale adventure formula was never broken; it just needed a rewrite. Dispatch is a compelling interactive drama that feels like binge-watching a stylish new superhero series. And in this case, the writing is the ultimate star.   Dispatch’s narrative gripped me from its opening minutes. The story follows Robert Robertson, the third in a long line of high-tech heroes who go by the moniker Mecha Man. When Robert's powerful mecha suit is trashed during a catastrophic mission, he's forced to rethink his life choices and ultimately joins the Superhero Dispatch Network. As you might guess from the name, SDN is a superhero-run organization dedicated to routing heroes to emergencies around the city.  Now desk-bound, Robert’s life quickly devolves into a tightrope act as he manages crises behind the scenes while juggling office politics, broken egos, and a messy love life. It’s a refreshing take on old superhero tropes, focusing on bureaucracy and complex relationships rather than grand spectacle – though there are some spectacular fights along the way. The writing balances sardonic workplace humor with genuine heart; I found myself laughing out loud at Robert’s deadpan exchanges with other heroes.  The choices in Dispatch flow as naturally as conversation. Thankfully, none of the options flash "good" or "bad" like a neon sign; everything feels grounded and human… well, superhuman. Dispatch’s choices consistently compelled me to think through their consequences. I actually had to pause the game when I was asked if I wanted to reveal my secret identity to a reformed villain who despised Mecha Man but didn’t know I was the man behind the machine. Not every decision carries this kind of gravity, and the choices don’t radically rewrite the overarching plot, but I didn’t care because the larger narrative felt so sturdy. Instead, those smaller choices quietly reshape relationships, background events, and inform your ending. These ripple effects made me want to start a second playthrough the moment the credits rolled, just to see how things would tilt the other direction.    The main gameplay diversion is the mission dispatch system, where you send heroes into the field while you manage things from behind a desk. These sequences drop you into a command center view of the city as you’re tasked with juggling bizarre emergencies: rescuing a farmer from a bee attack, tracking down an escaped science experiment, or calming down an enraged kaiju. The tasks sound straightforward, but their challenge lies in their inherent vagueness; I never quite knew the danger level of each mission or the ideal team size to send. That uncertainty pushes you to constantly gamble with the team. Do you send fewer heroes and risk failing the task, or overcommit resources and face the threat of being short-staffed later? The system is a little messy, but perfectly captures the feeling of being stuck behind a desk while all the action happens elsewhere. Like my love life in college, it’s all strategy, no field time. Dispatch isn’t a triumph of mechanical innovation. It doesn’t reinvent the narrative adventure game, but it doesn’t pretend to. On the other hand, it delivers one of the most compelling interactive dramas in years, an adult animated superhero story with the emotional punch of prestige television and a script that truly shines. I didn’t want to stop playing just because I needed to know what happened next; I kept playing because I cared who it was happening to. Score: 9 About Game Informer's review system
Game Informer ReviewsNov 13
Where Winds Meet Review
Where Winds Meet ReviewAn action RPG amusement park where every ride is being run at half speed.
IGN PC ReviewsNov 12