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: S4U: Citypunk 2011 and Love Punch Explores Our Online Identities
Review: S4U: Citypunk 2011 and Love Punch Explores Our Online IdentitiesS4U: Citypunk 2011 And Love Punch is a fantastic exploration of our varied lives online and how we reshape ourselves to one another.
Reviews Archives - SiliconeraJan 20
Review: DoDonPachi SaiDaiOuJou Is Another Great Cave Bullet Hell Game
Review: DoDonPachi SaiDaiOuJou Is Another Great Cave Bullet Hell GameDoDonPachi SaiDaiOuJou is a game that basically you tell a bullet hell fan to pick up because it is an essential Cave title.
Reviews Archives - SiliconeraJan 18
Review: Blade Chimera Is a Stylish Cyberpunk Metroidvania
Review: Blade Chimera Is a Stylish Cyberpunk MetroidvaniaIf a cyberpunk Metroidvania with a cool sword and an intriguing yokai-infested world sounds good to you, you need to play Blade Chimera.
Reviews Archives - SiliconeraJan 17
Hyper Light Breaker Early Access Review in Progress
Hyper Light Breaker Early Access Review in ProgressSo far this roguelike feels hyper light on content and the wrong kind of broken.
IGN PC ReviewsJan 16
Review: Blade Chimera
Review: Blade Chimera The metroidvania genre is all over everything these days, especially in the indie sphere. A dime will get you a dozen. I get the appeal; it’s one of the best ways to tell a narrative in a 2D game. But when there are so many coming out at any time, which one do you choose? It’s easy to feel burned out on them. So, I’ve been ignoring a lot of titles that boast the metroidvania label in their press releases. I’ve probably missed out on some good ones, but I just can’t look at another rectangle-dominated map screen. Okay, one more, I guess. Blade Chimera caught my attention because it’s created by Team Ladybug and WSS Playground, the folks behind Deedlit in Wonder Labyrinth . Not my favorite game, no, but solid and dependable. Plus, it’s cyberpunk this time around, so that’s always a win in my book. Screenshot by Destructoid Blade Chimera ( PC , Switch ) Developer: Team Ladybug, WSS Playground Publisher: Playism, WSS Playground Release: January 16th, 2025 MSRP: $19.99 The plot in Blade Chimera is strikingly boilerplate, but the setting is at least unique. It takes place in a near-future Osaka where demons run amok. 30 years previous, people started transforming into monsters of folklore and legend and caused a ruckus. During that time, The Holy Union, a pseudo-religious group, overthrew the government of Japan and took control in an effort to protect people from the demons. Now, this is where it gets kind of trite. You play as Shin, a guy recently found cryogenically frozen, and because of his prolonged stasis, has no memory of his life before being frozen. However, he kicks ass, and quickly ascends the ranks of the Venatars, The Holy Union’s enforcers. However, he’s principled and frequently questions if indiscriminately mowing down demons is morally correct, especially after he meets one that can turn into a sword. So, from the start, you can kind of guess where this all is going. I wish I could say that the characters and situations make up for its predictability, but that would only partially be accurate. There are some fun moments, but it’s clumsy at best. https://youtu.be/ZPJl5YXHylE?feature=shared That’s starting off on a bad note, but that’s the biggest problem out of the way, and it’s nothing huge. The game itself is butter. Like Deedlit in Wonder Labyrinth , it’s tangibly Castlevania: Symphony of the Night -inspired. Forget the Metroid part; its entire framework is Symphony of the Night . Its protagonist even sports long white hair. However, Shin is proficient in firearms. You wind up with three attack buttons, two being whatever you want them to be, and the last belonging to Lux, the aforementioned big sword. The game suggests that you use one button for ranged weapons and the other for melee, and that’s sound advice. Before Blade Chimera even verbalized it, that’s how I designated the buttons in my mind. Lux is more than just a big sword; she’s also your source of magic attacks. You unlock these through an upgrade tree, and using them effectively can make all the difference in boss battles. As a sword, you can plant her in the wall or ceiling to hold a button or act as a platform. She also had the ability to exploit “time rifts” that were scattered around. These do an inconsistent variety of things. They’re often used for simple puzzles, but mainly, you find them as grappling hooks, bridges, or hidden pathways. It’s all simple, simple stuff, but it works as a way of mixing up things a bit. Screenshot by Destructoid Uniquely, Blade Chimera doesn’t really use traversal powers to gate off your exploration. It does to some extent, but mainly for secret areas. You unlock powers like double-jump and dash by leveling up, so it’s up to you how they’re prioritized. Instead, you’re mainly gated off using actual gates that you don’t have the keys for. However, the actual locked doors are rare enough that they don’t have the chance to really feel artificial. It’s also very good at incentivizing exploration. This is largely through its 56 hidden jigsaw pieces. Throughout the world, you’ll bump into doors that can only be opened if you have enough of the pieces. If you go to the effort of rooting them out, you’ll find some of the best weapons and items behind them. It strikes me as being the bluntest way of hiding such goodies, but it’s strangely satisfying. It’s maybe the art style that does such a good job of covering such artificialities. I hadn’t paid much attention to the marketing, and the Blade Chimera doesn’t overtly talk about it until later, but just based on the enemies and environments, I could tell it was future Osaka. Considering that, like most metroidvania games, you’re exploring an abstract 2D world, it says a lot that a cities culture can be communicated so clearly, even to someone who has only visited the place once. But the pixelated sprites are where it truly shines. There’s an incredible amount of detail in every frame of animation, breaking away from its Symphony of the Night inspiration. The same variety of huge bosses that were so prominent in Deedlit in Wonder Labyrinth make an unmistakable appearance here and are just as thrilling. But more importantly, to a geek like me, Ladybug doesn’t commit any pixel-art faux pas. There isn’t a mixel to be seen, and everything seems to move on integers, which keeps things looking authentic. It also speaks to the underlying passion when an artist goes the whole mile to present a specific aesthetic, and it’s so well executed here. Screenshot by Destructoid To stretch the gameplay out a bit, there are side missions you can take, but it’s here that you find another soft spot in Blade Chimera . I initially went about trying to complete every side mission, but I found they come in two flavors: Interesting story asides and onerous grinding. The vast majority belong to the latter category. It will task you with eliminating demons within certain criteria, such as in a specific area or ones that are a specific color. What this often boils down to is finding a point in the map where these demons exist, then exiting the screen and re-entering to respawn the enemies and taking them out until you reach the goal. Ideally, you take on these tasks alongside your main objective, but these only lined up for me in a few instances. The other side quests are more worthwhile. They usually involve helping citizens out by seeking out items or investigating crimes. More importantly, they feature moments of character development. The most interesting is perhaps between Shin and a particular rival. You can generally identify the side-story missions because they have a much higher payout than their grind-centric counterparts. I feel like the busywork could have been completely excised without compromising anything since I ended the game with far too much money, and I felt the runtime was appropriate for the genre. Screenshot by Destructoid Blade Chimera is exactly as I expected: solid and dependable. It’s not the most remarkable game I’ve played in the genre, nor is it very inventive. Despite its cyberpunk leanings, it perhaps leans a bit too hard on its Symphony of the Night aspirations, which hamstrings its attempts to find its own identity. Not to mention that its narrative is so predictable, the only thing that kept me guessing was whether or not it was trying to be subversive or if it was actually that obvious. However, it’s done with a lot of skill and a tangible amount of passion. If it’s something of a clone of Symphony of the Night , it’s less plagiarism and more “imitation is the sincerest form of flattery. It makes itself worthwhile with solid design and enjoyable combat. It hides a lot of its flaws beneath a communicative art style that captures its setting and its characters so well. It’s maybe not what I’ll reach for first the next time I’m in the mood for a metroidvania, but it’s a symphony in its own right. [This review is based on a retail build of the game provided by the publisher.] The post Review: Blade Chimera appeared first on Destructoid .
Reviews Archive – DestructoidJan 16
Review: Tales of Graces f Remastered
Review: Tales of Graces f Remastered Originally released as a Nintendo Wii exclusive in 2009—and only in Japan— Tales of Graces was eventually remastered and brought to the Western audience on the PlayStation 3 in the form of Tales of Graces f in 2012. Now, almost 13 years later, the JRPG has been remastered once again and made available on pretty much every modern platform with Tales of Graces f Remastered . Nowadays remastered can mean a lot of things when it comes to games, anywhere from basic ports to a more modern system to a complete remake like Final Fantasy 7 Remake . In the case of Tales of Graces f Remastered , it means updated graphics to look better on modern displays, alongside a plethora of quality-of-life additions ranging from small to huge. Most of the additions simply make this over two-decade old JRPG more accessible and fun to play, while keeping most of the experience authentic and true to the original. Which, I'm not afraid to admit, is one of my favorites in the 'Tales of' franchise. Screenshot via Bandai Namco Tales of Graces f Remastered  (PC, PS5[reviewed], PS5, Xbox Series X|S, Xbox One, Nintendo Switch) Developer: TOSE Co. LTD Publisher: Bandai Namco Released: January 16, 2025 MSRP: $39.99 Yup, you heard that right. If I had to pick an absolute favorite, it would probably be the most recently released Tales of Arise . But before then, I'd put Tales of Graces f up there alongside Tales of the Abyss as my favorite, mostly because of its fun high-speed battle system that was a standout in the series. Thankfully, developer TOSE Co. LTD has left the battle system fully intact from the original. The story of Tales of Graces f Remastered takes place in the fantastical world of Ephinea, a world divided into three different countries: Windor, Strahta, and Fendel. At the start of the game, the main protagonist, Asbel, and his younger brother Hubert find a peculiar purple-haired girl named Sophie near their town. Sophie is suffering from amnesia and has no idea who she is or why she is there. Asbel and Hubert take Sophie back to their village, only to encounter Prince Richard, the future king of one of the other three kingdoms. The four become friends before an unexpected tragedy results in the group all going their separate ways. From here, Tales of Graces f Remastered jumps forward seven years to a time when the three kingdoms that were all previously at peace are now under the threat of war due to a series of events that transpired over that period of time, resulting in the childhood friends reuniting during rather trying times as the three kingdoms are under the threat of an all-out war. Screenshot via Bandai Namco Like most JRPGs, the story of Tales of Graces f Remastered is an important part of the game. I think the reason I enjoy the story of  Graces  so much is due to the constant tension brought on by the element of political intrigue, something often absent in JRPGs and, more specifically, in the 'Tales of' series. It's not without its faults—it certainly suffers from some of the usual JRPG cliches, especially with its characters—but the constant twisting and turning of the story due to backstabbing and politicking sets it apart from other entries in the series. While I enjoy the story, it's important to highlight that I very much recommend you play through the optional 'Lineage and Legacies' after completing the main story. It was originally a DLC that actually serves as the ending to Tales of Graces , resolving a lot of ongoing subplots and overall puts a nice finishing touch on the main story as well. The Lineage and Legacies DLC, as well as all the other DLC that was released for Tales of Graces f other than a few pieces of license-restricted cosmetics, are included in the remastered version. Tales of Graces f Remastered utilizes an action combat system where running into enemies on the world map will send you into a real-time battle against the enemy. You can run around the battle map as well as block or dodge attacks, all while attacking your foes with a variety of attacks, including A Artes (physical special attacks) and B Artes (magical special attacks. Using a system called Chain Capacity (often referred to as CC), you can combo Artes together to deal massive damage. As you progress through Tales of Graces f Remastered , accomplishing various achievements will unlock Titles for each of your characters that also grant new Artes. Screenshot via Bandai Namco I remember trying to get the platinum trophy for Tales of Graces f which required you to get 100 Titles for each of the playable characters. This was a huge time sink, as many titles simply required you to grind them out mindlessly. With  Tales of   Graces f Remastered , you get full access to the Grade Shop, a special shop that allows you to enable and disable certain systematic changes to the game on the fly, such as Double Item Drop chances, increased experience and currency gains, and more. Believe me when I say some of these will really cut down on the grind, especially if you're looking to get all the Titles. In the original, you could only access the Grade Shop after completing the game. For those who have played previously and are looking to have a less grindy experience, this is a very welcome quality-of-life addition. And for those who don't want it, you can simply choose not to enable any of the buffs from the Grade Shop. Alongside the Grade Shop, here are some of the other quality-of-life additions in Tales of Graces f Remastered . On the overworld map, you can toggle your run button into a dash button to more quickly traverse the world. You can also toggle enemy encounters on or off via a simple setting in the options menu, so if you want to avoid battles and just progress the story for a bit, you can do so. All cutscenes and dialogue skits are skippable (thank god) and destination icons for your next main story quest destination have been added when on the overworld map. At the end of the day, Tales of Graces f Remastered is everything a remaster should be: graphical upgrades that make an old game look better on modern platforms, a trove of quality-of-life additions that make the game better while staying true to the original version, and inclusion of all the DLC for the complete package. It's really solid value, especially for those who have yet to play Tales of Graces in either of its previous two forms, since this is essentially the ultimate version. Now I just hope Tales of Xillia 1 and 2 or maybe even Tales of the Abyss are next! [This review is based on a retail build of the game provided by the publisher.] The post Review: Tales of Graces f Remastered appeared first on Destructoid .
Reviews Archive – DestructoidJan 15
Review: Tales of Graces f Remastered Preserves Its Best Parts
Review: Tales of Graces f Remastered Preserves Its Best PartsWith minimal loads, smooth graphics, and an addictive combat system, Tales of Graces f Remastered feels like a step in the right direction.
Reviews Archives - SiliconeraJan 15
Review: Dynasty Warriors: Origins
Review: Dynasty Warriors: Origins After a hands-on preview of the first three chapters of Dynasty Warriors: Origins back in November 2024, Origins became one of my most anticipated releases of 2025. The first three chapters got me hooked, and I not only wanted more of the fast and simply fun-to-play combat I'd come to expect from the franchise, but I was genuinely looking forward to continuing the story. Admittedly, this is not quite something I had expected going into a Dynasty Warriors game, especially once again telling the tale of the Romance of the Three Kingdoms, a tale the series has already told man,y many times. But I found the angle of placing the story and its direction more in the player's hands an exciting and enjoyable way to push the hack-and-slash series forward in terms of storytelling. Thankfully, developer Omega Force doesn't let its foot off the pedal after the first three chapters, and in fact, things only get bigger and better as Dynasty Warriors: Origins progresses, both in terms of battle size—arguably the franchise's staple feature—and absolute scale. Screenshot by Destructoid Dynasty Warriors: Origins  (PC, PS5[reviewed], Xbox Series X|S) Developer: Omega Force Publisher: Koei Tecmo Released: January 17, 2025 MSRP: $69.99 Dynasty Warriors: Origins kicks off at the beginning of the Yellow Turban Rebellion, a period of peasant revolt and uprising in Chinese history that is essentially the progenitor of the fabled Three Kingdoms period. Players take on the role of The Wanderer, a formidable warrior experiencing amnesia at the time the events of the game kick off. Now, typically, I'd argue that an amnesiac main character is a bit bromidic in nature, but it fits what Omega Force is doing with the essential reboot of the franchise with Origins. Even though the Romance of the Three Kingdoms saga has been told time and time again in this franchise, using an actual single player character rather than having you play as various historical leaders and soldiers from the period opens up unique narrative points for Omega Force. Throughout the game, you'll make friends and enemies with characters from each dynasty and are often given the choice of who to side with and join on the battlefield. It's a much-welcomed and pleasant surprise to play a Dynasty Warriors game where you get to make some choices that actually feel like they matter and have some weight behind them. As someone who's always appreciated the historical period in which the series takes place, this is the first time I've felt an actual bond with the characters rather than just assigning a "good guy/bad guy" label based on whether they were an ally or foe on the battlefield. Speaking of bonds, there's an actual Bond System at play that allows you to grow your relationship with various lords and officers from the Three Kingdoms era, unlocking unique story events with them as well as unique rewards. Maxing out a bond with a character leads to a special cutscene highlighting the bond between you and that character. While I do think the unique player-created character being the MC was the right move, it did, unfortunately, affect the overall connection I had to the main character in a negative way. Throughout most of the campaign, your character is rather reserved and unemotional, mostly due to the fact that he doesn't even remember exactly who he is which is. As you progress through the story, your memories return, but in the end, I found myself more interested in the connections I made with the various other major characters rather than my own character. There are ten weapon types throughout Dynasty Warriors: Origins , most of which unlock as you play through the campaign, with the Halberd unlocking after completing the campaign. The weapon type you use dictates your playstyle, Battle Arts (essentially skills in battle), as well as the combos and attacks of both your Heavy and Light attacks. Each time you use a weapon of a specific type, you'll build up your proficiency with it, unlocking new attacks and combos with them. It also progresses your overall Rank, increasing your character's Health, Attack, and Defense, meaning changing it up and trying out new weapon types can still build your character strength even if you end up not sticking with it. I found myself drawn to the Twin Pikes weapon type, massive axe-like weapons that your character wields in each hand. I felt like a full-on berserker, cleaving through hordes of enemies with ease while occasionally jumping into the air to leap slam down on my opponents with the Twin Pikes. They deal a ton of damage—in my limited testing, possibly the most overall outside of the late-game unlocked Cresent Blade and the post-game unlocked Halberd—and come with a ton of AoE attacks to really mow through battles. Each weapon type also has some unique cadences that you can learn and execute to give you even more of an edge for dedicating the time to learning the weapon. For example, with the Twin Pikes if you hold Guard and then initiate a Heavy Attack and continue to spam the Heavy Attack button, you'll spin around whirlwind style—like I said, a berserker—continuously. If you manage to time your final Heavy Attack press right as the attack lands, the final attack is empowered, dealing more damage and resulting in a cool enhanced attack animation. Thinking back on my childhood experiences with the Dynasty Warrior franchise, it's easy to remember what made them stand out so much: the massive battles. With Origins, Omega Force redefines massive battles, with some maps hosting up to 10,000 soldiers on the screen at a time. As you progress through the campaign, the battles not only get bigger but more intense as well. Along the way your army will grow as well, giving you access to new Tactics that will allow you to issue commands to nearby soldiers in your army. The Tactics you can use range from issuing a charge to cut off an advancing army or launching a targeted arrow strike to thin out numbers. This added gameplay element felt like a refined version of the system in Bladestorm , another series by Omega Force and Koei Tecmo that features massive battles, and it's a welcome addition. There are also times when the Tactics you issue are incorporated with major development points in the historical story of the battles you are fighting in, resulting in sweeping changes to the battle and even the battlefield. The ability to so fantastically interweave the storytelling into warfare is impressive and a big step forward for the narrative approach of the series that until now has been rather lacking. And, it's all done without holding back the core strength of the franchise: its fast-paced hack-and-slash combat. If anything, it amplifies it. Completing the Dynasty Warriors: Origins campaign unlocks a New Game Plus mode that allows you to continue building your character from where you ended the campaign while going back and exploring the various choice points throughout the game and giving you the opportunity to see how things differ based on your choice. You can change which faction you join, to see how the entire story would have unfolded had you joined that faction instead, all while continuing to level and power up the same character. In this sense, the NG+ mode feels more like the classic replayable grind of the series and one that I actually look forward to doing, which hasn't been the case since Samurai Warriors 4 for me. Everything that makes Dynasty Warriors great has been built on and amplified in Dynasty Warriors: Origins . The fast-paced combat is more fluid and satisfying than ever, and I think the decision to allow players to build up their own character is the right move for the franchise moving forward. I wasn't sure how Omega Force could take a series coming up on three decades old and make it appealing to newcomers while appeasing long-time fans, but they found a way. For me, this is the best Dynasty Warriors yet, and I'm excited to see what's next. [This review is based on a retail build of the game provided by the publisher.] The post Review: Dynasty Warriors: Origins appeared first on Destructoid .
Reviews Archive – DestructoidJan 15
Marvel Rivals Review - I Can Do This All Day
Marvel Rivals Review - I Can Do This All DayMarvel Rivals has come for the hero-shooter crown, and it's hard to argue that it doesn't have a legitimate claim to the throne. It has a big roster of heroes with a ton of variety across them, no role queue, and 6v6, all of which are important to a great hero shooter. Although it lifts more than a few of Overwatch's ideas, it is actively targeting and addressing some of the biggest complaints players have about Blizzard's shooter. Marvel Rivals expands on familiar ideas in smart ways and has a visually striking and distinct art style. Add in that it's a fun multiplayer experience and it makes it far more than just another also-ran hero shooter clone. Opting for 6v6 and a third-person camera view, Marvel Rivals has a vast variety of playstyles across its launch roster. Offering everything from simple shooting-focused heroes like Punisher to complex melee heroes like Spider-Man, all the while making it feel cohesive. Although it will undoubtedly be chaotic for players trying a hero shooter like this for the first time, there are a variety of heroes that make picking up the game simple and an impressive roster of alternative picks that can gradually increase complexity. It does have limited main game modes at launch, with only Domination, which involves fighting over a control point; Convoy, where a team escorts a payload; and Convergence, which is a combination of the two. These are split across a variety of maps taken from the Marvel multiverse, with locations like Tokyo 2099, Yggsgard, and the Intergalactic Empire of Wakanda. These different locations provide a ton of environmental variety, with the pristine look of Asgard contrasted with the dense buildings of Tokyo 2099. While the visual styles don't change the flow of the game, the map layouts do. For example, both Tokyo 2099 and Klyntar have hybrid maps--where the attacking team must capture a control point, which unlocks a payload to push--but Tokyo 2099 has multiple buildings blocking the defenders' line of sight, while on Klyntar the area from spawn to the point is much more open, promoting more long-range hero options. It can become visually stale, but more importantly, having fewer modes means that your team's strategies don't shift as much from match to match, which can result in them blending together because each individual match doesn't feel unique, aside from the team compositions. Continue Reading at GameSpot
GameSpot - Game ReviewsJan 14
Aloft Early Access Review
Aloft Early Access ReviewA very promising concept with plenty of early access problems.
IGN PC ReviewsJan 14