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.
A.I.L.A review — A genre-bending adventure that’s sorely missing its nightmarish code
A.I.L.A review — A genre-bending adventure that’s sorely missing its nightmarish code Technological dreams and realities morph into one as something sinister hides beyond the door you're too scared to open. Yet, A.I.L.A wants nothing more than to remind you of what's behind it. What mistake have you made, and just how far are you willing to go to escape your past? Thrown into the world of advanced technology, A.I.L.A sees you play as Samuel, a video game tester. With talks about a killer taking the eyes and hands of their victims, escaping into the virtual realm of horror felt fitting for the broken Samuel. One of the indie horror games I was most looking forward to playing this year was the November 25 horror release, A.I.L.A . A technological horror that blurs the line between the virtual world and reality, A.I.L.A throws you into different worlds in hopes of reminding you of a past Samuel tries so desperately to forget. A.I.L.A has a lot of ideas and doesn't suffer from them I see the lack of a map feature as a highlight of A.I.L.A . Screenshot by Destructoid A.I.L.A cleverly and effortlessly combines ideas and horror subgenres together without ever feeling confused. The inclusion of collectible hunting, both in the form of figurines and Red Wagon pages, strengthens the inviting level design throughout this title. The compact level design was tidy and polished, so much so that A.I.L.A doesn't provide a map. Surprisingly, didn't need it. I found myself easily getting through the game with little hesitation or struggle, as each level had good pacing and flowed well together. The problem is that while the setting and idea shift with each world you explore, the gameplay remains identical throughout. The survival and action horrors blur together, and outside of A.I.L.A 's promising opening, the one-note, unscary enemies appear in three forms: the small and common enemy, the larger and stronger foe, and the level boss. The format makes A.I.L.A repetitive and removes any challenge altogether. The puzzles are also simpler than most horror games, and the boss fights feature the same tiny arena, where running in a circle and turning to shoot is sufficient every single time . An intriguing karma system At its core, A.I.L.A is a story about grief, acceptance, accountability, and moving on. Screenshot by Destructoid While the game does offer narrative choices, each devolves into two obvious, binary moral options. The outcome of the game also looks at a final decision, where choosing the right option is as clear as Mass Effect 's Renegade and Paragon paths. Karma is not expanded upon further than the occasional choice and provides little depth to the story, for you're not shaping Samuel like a Quantum Dream game or Baldur's Gate . Your decisions are really about whether you accept or deny a truth you haven't yet learnt (but can easily guess). Truthfully, the karma system doesn't change much, but it's a fun inclusion. You're told very early on that A.I.L.A keeps track of your karma and listens to your feedback. This only seems to matter in the first hour, however. What seemed like a big selling point of A.I.L.A in its karma system (which had great potential) offered disappointment as it was underutilized. Unreal Engine 5 in full force (except the janky character models) Each setting is interesting enough to easily immerse yourself in. Screenshot by Destructoid The atmosphere you'd expect from a horror title was severely lacking. Outside of the first half hour of gameplay that clearly took a leaf out of P.T. 's book, the rest of A.I.L.A offered little tension as I breezed through each level, solving mostly easy puzzles and brute-forcing the rest, engaging in simple yet repetitive combat along the way. While I enjoyed the lore each level had to offer, I couldn't immerse myself in the story, for I knew they were created by the A.I.L.A. software. This is hopefully something only I noticed, but it's hard for me to invest in characters that are inconsequential to the overarching plot when their existence is purely video game filler. Like Inception 's dream-within-a-dream, no one cares for the extras that fill Cillian Murphy's subconscious, but rather the real people that are invading his mind. Similar to Cronos: The New Dawn, there is nothing new or inspiring in A.I.L.A Scripted chase sequences, slow-moving enemies, unchanging combat, and tiresome, poorly-designed boss fights quickly made A.I.L.A rather monotonous. Screenshot by Destructoid While I don't expect something original, borrowing so obviously from Resident Evil and Silent Hill , acknowledging the inspiration with references like Leon Kennedy's ID and combining the health item with a flower for increased effectiveness, makes A.I.L.A feel like a copycat. The P.T. -style opening sets up the usual psychological horror take, but it has unique elements in its use of glitches, televisions, and a remote control to shift reality. This, paired with the overall creepy sound design, gave A.I.L.A a strong start. It wasn't until I saw the ubiquitous mannequin that features in many indie horror games that my enjoyment dipped. Overtired, oversaturated, and sadly predictable—those were my thoughts an hour into A.I.L.A and remained until the end, eight hours later. I hoped the story would save the game, but it was clear from the start where it was headed. The reveal was expected, evident by the various hints thrown in your face from the onset. Most will quickly catch on if you're used to horror games. If you wanted a terrifying experience, you won't find it here. However, if you're not desensitized by horror as I am, then A.I.L.A should offer entertainment, tension, and intrigue with its narrative. Those who are fans of  P.T.  and  Resident Evil  should enjoy this title, so long as you're not looking for the next influential psychological or survival horror. The post A.I.L.A review — A genre-bending adventure that’s sorely missing its nightmarish code appeared first on Destructoid .
Reviews Archive – DestructoidNov 25
Review: Videoverse Feels Meant for the Switch
Review: Videoverse Feels Meant for the Switch Given that Kinmoku’s Videoverse is, in part, inspired by both Nintendo’s Miiverse and DS consoles, it seems only proper for the visual novel to be on one of the company’s devices. Fortunately for us, it now is. Even better, the fact that it’s also a thoughtful and nostalgic exploration of relationships on 2000s internet interactions and relationships means it feels even better to play on the Switch. It really is like we’re coming back to a period of time and moment in multiple ways due to the nature of it and this new port. Videoverse follows a young man named Emmett at a critical point of his virtual life. The Kinmoku Shark console, which looks a bit like a Nintendo DS, is home to a social network called Videoverse. It allows people to chat and post about games, not unlike Miiverse, Facebook, Myspace, and other types of social networks that appeared in the late 1990s and 2000s. The thing is, it’s also taking place at the dawn of a new console generation and when internet culture is starting to take a more antagonistic and pessimistic turn. We get to help determine how Emmett reacts to this transition and manages his relationships online. Screenshots by Siliconera This means that while Videoverse is a visual novel and tells a story about the sunset of a media platform and its effect on a teenager, it’s also about capturing a moment in time. It’s harnessing the feeling of the experience of using one of these early social media services and online console communities. The technical limitations of the time period are embraced with the art direction and nature of the pages and forums we explore. The conversations are taking place in those types of messengers. In terms of a recreation of the kinds of UI and forums from those time periods, it is on-point. It looks great, and the limited color choices and design directions do make this feel a bit like a time capsule. The primary narrative involves Emmett coming to terms with what is happening to Videoverse and exploring a potential relationship with Vivi, a fellow Feudal Fantasy fan and artist who posts in the community. However, it isn’t entirely straightforward. While we do interact directly with Vivi, Markus, Zalor, Lorena, Nobu, and his other associates, things are laid out in forum posts, instant messages, and notes Emmett takes on his own desk as things happen. It’s an interesting storytelling device.  Screenshots by Siliconera Especially as the nature of the narrative means the kinds of conversations and posts we’ll scour feel appropriate and highlight a sort of transition between time periods. As chapters go on, we can literally see the decline. Kinmoku’s captured it both in the amount of activity, responses from individuals, and ways in which “official” moderation slips, as well as in reactions from the people we meet. The downside to it all is that this can be a bit awkward in two ways, especially with the Switch version of Videoverse. The first issue is that the UI isn’t entirely friendly to navigate using only controls. It can be difficult to tell if a button is highlighted for example, and scrolling through different posts in a community with the analog stick or directional pad sometimes gets awkward and won’t go down far enough. Another issue is that sometimes when I’d respond with a DM, image share, or comment, a box with three white dots that acted as a loading message would appear on the bottom right side of the screen and take longer than usual to advance. Screenshots by Siliconera Speaking of advancing, there are times when Videoverse isn’t exactly intuitive when it comes to moving the plot along. It can seem like you’ve responded to everyone, commented where you could, and did all you can. However, if you try to back out of using the social network, Emmett will say, “I don’t want to log off Videoverse yet.” Which means you need to double back and check to see if there’s any place you can still comment, reply, or DM to try and move things along. I really appreciate how Videoverse does capture the spirit of older online gaming communities like Miiverse. It definitely feels like exploring online in the 2000s, when we needed to embrace limitations and do all we could to work within them. The ambiance is impeccable and really does recreate the atmosphere of a waning console community in that time period. There are some times when the UI and progression system can be a little user-unfriendly. But aside from those instances, it’s a bit like playing through a game designed to feel like a time capsule from an internet era. Videoverse is available on the Switch and PC . The post Review: Videoverse Feels Meant for the Switch appeared first on Siliconera .
Reviews Articles and News - SiliconeraNov 23
Review: Galaxy Princess Zorana Is a Worthy Heir to Long Live the Queen
Review: Galaxy Princess Zorana Is a Worthy Heir to Long Live the Queen Zorana will die. Probably a few times. I’m sorry, but that’s just how it will go. It’s not your fault. I’m sure you’ll do your best the first few times going through Galaxy Princess Zorana , but as a Long Live the Queen successor in the Princess Maker -like category, it’s going to demand foresight and planning that only comes from multiple runs. And there will be multiple runs, as each death will make you even more determined to help her reach any ending where she’s still alive.  The emperor of the Celestial Empire is dead. When inspecting a lab to see progress on a type of teleportation technology, there was an unfortunate accident. In the rumble, it was discovered he was gone. Not long before he did, he pulled his daughter Zorana out of boarding school exile. Which is good! It means there are options, especially as the prepared heir, her elder brother, abandoned the empire and was disowned in the process. The bad news is, as she was the “spare,” she never had any formal leadership training.  https://www.youtube.com/watch?v=5i3rwFg-2ZE This means it is crunch time in Galaxy Princess Zorana , as there’s a little more pressure when building her stats like in Princess Maker than there was in Long Live the Queen . The first order of business is to ensure she starts to get some experience in various categories that relate to book smarts, street smarts, emotional intelligence, physical prowess, governing, and actually managing intergalactic travel and rule. The second is to manage her mood in order to get boosts in certain topics to build her up faster. The third is to travel around the galaxy to build ties, meet electors, and create a cabinet of her own officials to aid her. The fourth is to stay alive long enough for all of that to matter and maybe get her elected to the role of Celestial Empire empress.  Compared to Long Live the Queen , there are already some types of quality of life adjustments in the actual scheduling element that help a little with Galaxy Princess Zorana survivability and personal development. It’s still putting a wall of boxes in front of us, which might be overwhelming! On the lefthand side, there are categories that feel like general knowledge she’d need that feature three specific spheres under them. So her Emotion area would feature Allure, Empathy, and Menace as areas to focus on, while Condition would involve Reflexes, Strength, and Tumbling. On the right are topics more focused on elements of ruling, like Bureaucracy, Galactic Relations, Imperial History, Intrigue, and Media. This time around, we always know what our subject’s mood is at the top of this grid. How that influences growth during that turn will also be immediately visible. If the background is green, it’ll result in a bonus if you study that topic during one of the two slots that turn. If it is a shade of red, you won’t do as well and it should be avoided. Images via Hanako Games The element of picking people for important roles to both ensure their votes in the election and offer support in different ways is also a boon. When we start the game, we pick a pet for Zorana that can help bolster two stats, making it easier to survive checks on them during events. When we pick cabinet members, their influence can also affect performance and provide a boost. However, it’s also important to know who to pick. Some folks will very easily support Zorana, which means you shouldn’t pick them. Others may have enemies of their own, and that makes her more of a target. They also might just have trash skills, which can hurt you.  As you’re probably gathering, Galaxy Princess Zorana is a game that will involve multiple playthroughs. The first two or three runs feel more like tutorials and learning experiences than genuine playthroughs. Those familiar with games like Long Live the Queen and Princess Maker will already be in a good place to approach Galaxy Princess Zorana and be fine, but for newcomers to the genre I imagine it will be daunting! Especially since, though there are some explanations, they aren’t especially extensive or helpful. Images via Hanako Games The general progression of a turn in Galaxy Princess Zorana follows a set pattern. You pick a destination on the Celestial Empire map. You pick two subjects to study that turn. You interact with people at that destination, which can involve investigating them, making a proposal to win them to your side, taking a side quest for them to prove yourself, proposing marriage, or blackmailing them. You also choose how she will spend some free time, thus changing her mood for studying the next turn. On some turns, you’ll be briefed about situations in the Celestial Empire that will affect your situation or require a decision, such as a potential hazard or a disease hitting a region. Other events can also come up when not studying, which in turn affect the experience. But about 50% of the time, maybe more, those events can end in death. Is Zorana too oblivious about a topic to realize somebody is a threat? Dead. Did you ignore combat skills? Very dead. Is she unaware of some spiritual element? Dead! Oh, you forgot to teach her about how the internet works with Media classes? That will kill her dead. You decided she should spend her free time writing in her diary alone in her room? Turns out she wasn’t alone and she’s dead! At least you might get to see some fun chibi art of dead Zorana whenever that happens! Images via Hanako Games Since Galaxy Princess Zorana is such a text-heavy game, the stories that come up need to be interesting to keep someone invested. Fortunately, the ones I’ve seen are fascinating. Early on, if you don’t invest in Empathy, you won’t pick up on folks’ intentions toward you when you first meet them, but I appreciated how even that could help set the tone for elements. The personal quests and “tests” from certain electors were interesting, and I loved how one basically involved helping a mother with her kid and, even if you aren’t perfect, there’s a pretty fun result. As expected from a game that can get quite political, there’s a lot of potential for intrigue here, and replaying can help provide opportunities in check out plotlines and learn more about some folks. The art is also pretty solid, and even portraits for characters like the Heru tend to have some distinguishing features for ones you should probably remember as a notable potential ally or enemy.  Because of the nature of Galaxy Princess Zorana , that does mean it isn’t going to be for everyone both due to the Princess Maker -like stat building demands and the Long Live the Queen degree of difficulty. Like it is the Dark Souls of simulations. When I played, I had a series of notes nearby to mark down areas I should focus on based on certain early altercations and experiences. I’d mention stat checks that came up a lot, so I’d know to invest in those. I’d mark down observations about certain electors and possible marriage prospects, so I’d know who was useful and dangerous. It demands patience and attention.  Galaxy Princess Zorana is a worthy successor to Long Live the Queen and a stat-management sim Princess Maker fans shouldn’t ignore. Is it harrowing? Absolutely. Will you need to keep notes and a slew of save files? Definitely. Is it worth all the trouble? I think so! However, if you’re unfamiliar with the Hanako Games’ previous entry or the genre, I’d recommend going with something more forgiving like a version of Princess Maker 2 or Mushroom Musume before attempting to help Zorana take the throne .  Galaxy Princess Zorana is available for PCs . The post Review: Galaxy Princess Zorana Is a Worthy Heir to Long Live the Queen appeared first on Siliconera .
Reviews Articles and News - SiliconeraNov 23
Call of Duty: Black Ops 7 Multiplayer Review
Call of Duty: Black Ops 7 Multiplayer ReviewThe new wall run and jump mechanics add so much to the fun.
IGN PC ReviewsNov 21
Escape From Tarkov 1.0 Review in Progress
Escape From Tarkov 1.0 Review in ProgressThe pioneer of the extraction shooter is still enticingly challenging, but a rocky 1.0 launch shows its age.
IGN PC ReviewsNov 20
Review: Dispatch Makes Superheroes Exciting Again
Review: Dispatch Makes Superheroes Exciting Again Superhero media hasn't enjoyed the roaring success among mainstream audiences since the early 2010s, with burnout and fatigue thanks to a certain comic cinematic universe pulling it down. Dispatch and its shining roster of heroes might be the sort of second wind the genre needs. Boasting a star-studded cast and choice-oriented gameplay to make an adventure your own, it’s a heartfelt story about heroism, redemption, and dicks. In Dispatch , we play as Robert Robertson III. He was the third Mecha Man until a fight against Shroud, his arch-nemesis who murdered his father/the second Mecha Man, went south. The Mecha Man suit was destroyed, effectively forcing him to retire. However, fellow superhero Blonde Blazer approached him with an exciting opportunity. The Superhero Dispatch Network (SDN) can help him repair the suit if he’s willing to work as a dispatcher for the company. Screenshot by Siliconera As a dispatcher, Robert’s job consists of taking calls from SDN subscribers, listening to their problems, and sending the right hero to save the day. Unfortunately, he’s in charge of the Z-Team, which is made up of reformed villains at the bottom of the SDN scoreboard. As if the Mecha Man thing wasn’t bad enough already, he also has to deal with workplace drama. Dispatch ’s gameplay is similar to other adventure games that allow player choices to dictate the story's direction. Some major choices, like who you hire or fire, result in different scenes and gameplay. Given how short each episode is, as well as the inclusion of save slots and scene selection, it's worth seeing the future you didn't pick, especially if you're a fan of the characters or world. The plot will still play out the same, though. So if you're expecting a game where you can fully mold this interactive superhero movie, that's not this. The cast delivered a stellar performance in this. Laura Bailey and Matt Mercer never miss and, while Robert's register can become too gravelly and monotone, I feel like that’s more a voice direction issue than one with Aaron Paul. I also didn’t know that Jacksepticye and MoistCr1TiKaL had previous voice acting experience until I looked it up, but it explains a lot. They sounded so comfortable in their roles that it took me a few chapters to realize they were in this. Lies! I fell for people the game didn't let me romance! Screenshot by Siliconera. Playing this game on its original weekly schedule felt like a different experience than playing it all at once. Each chapter feels quite short at only about an hour. When I was still waiting for updates, I had little patience for the love triangle subplot between Robert, Blonde Blazer, and Invisigal. They both came on so strong, and Robert can take his relationships with them to the next level way too quickly. The game commits so little development to the relationship or chemistry that I found it incredibly difficult to care. That kind of sucked for me, since the romance bogarts the first half of the story. I’d rather the time be used to get to know the rest of Z-Team. The pacing also felt off. By the time Shroud finally reappears, it’s almost at the end. My immediate reaction was disbelief, because I became fully convinced that Shroud was a sequel hook and wouldn’t show up again in the first season. However, the pacing issue includes the wait between chapters. When marathoning the game, the romance doesn’t feel as jarring. I still enjoyed this episodic release, since it reminded me of waiting for new superhero comics. So I hope if Dispatch continues, the writing is tighter or more balanced in each episode. Screenshot by Siliconera Dispatch is a fun and exciting adventure set in a world full of characters and factions I’d love to see more of. It’s hard not to get attached to this ragtag team of misfits and their exhausted work dad. I didn’t even realize how much I’d grown to like them until the more hard-hitting scenes. Here’s hoping that we’ll get a second season and that Phenomaman and Royd—the best boys, second only to Beef the fat dog—get more screentime then. Dispatch is available on the PS5 and Windows PC . The post Review: Dispatch Makes Superheroes Exciting Again appeared first on Siliconera .
Reviews Articles and News - SiliconeraNov 20
Call of Duty: Black Ops 7 Review - Good Luck, Have Fun
Call of Duty: Black Ops 7 Review - Good Luck, Have Fun Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC Publisher: Activision Developer: Treyarch, Raven Software Call of Duty: Black Ops 7 is about having fun – in the most hyperactive way possible. The 22nd installment of the Call of Duty series is a companion piece to last year’s Black Ops 6, and while it doesn’t reinvent the wheel, it kicks it right off its axis with a near five-hour story campaign that is Black Ops 2 meets the “new weird” genre, a larger round-based version of Zombies called Ashes Of The Damned, and a refined approach to multiplayer that is anchored by the best map selection of Call of Duty’s modern era. It’s relentless and absurd most of the time, but Black Ops 7 is an approachable action shooter designed for any playstyle that’s lobbed in its direction. Whereas 2020’s Black Ops Cold War and last year’s Black Ops 6 pieced together shades of films like  Night Moves ,  The American , and  Tinker Tailor Soldier Spy , Treyarch and Raven Software have opted to trace their socio-political talking points with a psychological narrative that is noticeably more Kubrick than Reagan. Set in 2035, nearly a decade following the events of Black Ops II, Black Ops 7’s co-op story follows JSOC lead David “Section” Mason (Milo Ventimiglia) and his “Specter One” outfit as they investigate the return of Nicaraguan terrorist Raul Menendez and the deceased’s threats to burn the world down in three days. Their findings circle back to The Guild, a robotics tech corp led by CEO Emma Kagan (Kiernan Shipka), and the result is a hallucinogenic romp involving a psychochemical virus that forces the spec ops squadron to relive their nightmares.    Plot-wise, it misses the mark. There are paranormal messes, mind-altering set pieces that bleed Control and Alan Wake, and nods to Frank Woods, Alex Mason, and The Battle of Los Angeles , and it’s all funneled through a made-for-TV script that’s unsure about its target audience. It’s not a terrible approach for a campy co-op military shooter that adheres to the Call of Duty mantra of “rinse, plate, repeat,” but not when it’s trying to conceptualize its own spin on science fiction. It uses close-quarters combat to create intense moments but the campaign’s mission variety isn’t substantial as Mason and JSOC are either clearing out lab facilities or decrypting data drives. With a darker tone that uses atmosphere as an evaluation of fear, Black Ops 7’s Zombies goes back to basics with curated experiences that refresh core mechanics instead of jeopardizing its identity. The latest iteration, Ashes Of The Damned, is Treyarch’s biggest round-based map to date and one that separates itself from Black Ops 6’s Terminus with an open-world layout that’s heavily inspired by TranZit from Black Ops II and encourages players to visit six new locations – including Janus Towers, Blackwater Lake, and Zarya Cosmodrome. The map is built around Ol’ Tessie – a new Wonder Vehicle and ‘70s junker pickup truck that’s upgradable, repairable, and under the guidance of TEDD himself – and as an honorary fifth member of the squadron, it’s used to navigate the mode’s main quest, which picks up right where Black Ops 6 concluded.  Players have the option to explore Ashes Of The Damned with Grigori Weaver and his team or the original Zombies crew and do so via three modes: Standard, Survival, and Cursed. The new Cursed mode offers a classic Zombies experience with no minimap, no loadout weapons, and a point system inspired by Black Ops III. The sole Survival map, Vandorn Farm, mimics Liberty Falls’ replayability with a playground full of wall-buys, Perk-a-Cola, Gobblegum dispensers, and a robust expansion to Black Ops 6’s Augment system that features over 60 new upgrades.  That level of detail is why Black Ops 7 multiplayer is in a league of its own. Call of Duty fatigue has become a persistent mood in the last few years, but despite the re-sequels, the Beavis and Butt-Head adverts, and whatever Modern Warfare III (2023) was, Black Ops 7 isn’t just another rerun. It’s not due to the open matchmaking playlists and persistent lobbies, nor the exponential indifference to Gunsmith and the franchise fetishizing attachments. It’s because Black Ops 7 has the most promising collection of 6v6 launch maps since 2018’s Call of Duty: Black Ops 4.  There is an argument that can be made about Black Ops Cold War, but Treyarch’s latest map pool offers reimaginings of the Black Ops 2 classics Raid, Hijacked, and Express, as well as 13 larger original locations that are designed with community feedback in mind. Cortex and Scar blend simplicity with elevated sight lines and flanking routes; Blackheart and Flagship turn active offshore worksites into “bang-outs” that reward ingenuity; and Den, a medium-sized map set in a Japanese feudal castle-turned tech domain, is just a mid connector away from being an S-Tier addition to Treyarch’s portfolio. There are a few duds, like Exposure and Retrieval, but they still prominently emphasize visibility over manual doors, oriel windows, and broken glass ASMR. Even with full-auto shotguns being a part of the 30 weapons at launch, Black Ops 7 circumvents fatigue by incorporating a new 6v6 objective mode (“Overload”) inspired by Uplink and Capture The Flag, and a revived arsenal of guns and gadgets that are a little more near-future and a little less ‘90s. Assault rifles like the M15 and Peacekeeper MK1 offer versatility at multiple distances, while SMGs such as the Dravec 45 thrive in close quarters, despite the need for a buff to add balance.   They seem a bit unfair, but Treyarch’s new “Overclock” system adds powerful enhancements to equipment. Each item is retrofitted with two Overclock levels, which can add a faster charge rate to Trophy Systems or ensure that Decoy Grenades only play footstep audio. They’re not game-breaking, but they do add a wrinkle to weekly challenges and Black Ops 7’s Weapon Prestige, which returns for the first time since 2018 with unique Prestige Camos and Attachments, and a new Weapon Prestige Master tier that features retro camos like Bacon and Weaponized 115. Treyarch’s Omnimovement system from Black Ops 6 also returns, but it thankfully swaps Tactical Sprint for new movement tech in the form of a wall jump, which is primarily used on maps to peek cover before rushing a site or advancing a position. Gunfights still play out like Call of Duty, but the added customization adds an interesting level of unpredictability that hasn’t been present since the inclusion of specialists in Black Ops III. Add in Treyarch’s nerf to Rotational Aim Assist, which includes a requirement for a player’s right stick movement to be tracking an enemy target for the aim assist to activate at full strength, and it’s clear there’s a new learning curve to apply.    Despite its shortcomings and the campaign’s lack of variety, Black Ops 7 is a solid entry solely for establishing new ways to play while making Call of Duty the social space it used to be. Treyarch and Activision’s commitment to additional modes continues to cannibalize their storyboards, and while it remains to be seen if their open stance on skill-based matchmaking (SBMM) is merely a PR tactic, they’re still capable of producing absorbing multiplayer and Zombies experiences that improve with every round. Black Ops 7 may not be the sequel some wanted this year, but in the most BO4 way possible, it emulates individualism to set a new bar that’s worth surpassing.  Score: 7.5 About Game Informer's review system
Game Informer ReviewsNov 20
Forestrike Review
Forestrike ReviewA clever martial arts roguelite that will test your wits and reflexes in equal measure.
IGN PC ReviewsNov 19
Disney Dreamlight Valley: Wishblossom Ranch Review
Disney Dreamlight Valley: Wishblossom Ranch ReviewThe latest expansion takes some welcome risks, but also lands on uneven footing with lots of bugs.
IGN PC ReviewsNov 19
Review: I Like Kirby Air Riders More Than Mario Kart World
Review: I Like Kirby Air Riders More Than Mario Kart World Mario Kart World is great. I admit, that’s a weird way to start a review about Kirby Air Riders, the other Switch 2 launch window racing game direct from Nintendo. Bear with me. That game? It's a strong, solid title for a new system. But the thing is, I think Masahiro Sakurai’s racer is better. There are so many modes in Kirby Air Riders to enjoy and such an array of unlockables that it always feels rewarding to play. There’s a sense of excitement that comes from the dopamine rush generated from every race here that makes it feel more fulfilling. I really enjoy playing it alone or online with others. It’s truly a perfect follow-up to the GameCube original. When I bring up how robust Kirby Air Riders is, that applies to every part of the experience. Upon starting it up, you can go through Air Ride, City Trial, Lessons, Road Trip, and Top Ride. Each one feels different, though Road Trip will “borrow” minigames and elements from the three other major modes. Every one of them except Road Trip could be played alone or in multiplayer both locally or online. Going through all of them will unlock things like Riders, Machines, and customization elements for any kind of action or accomplishment you can think of, with all of them being accessible solo and offline and none tied to online-exclusive elements.  https://www.youtube.com/watch?v=Fs6fYLRfFMg A new feature in Kirby Air Riders is the actual ability to choose your Rider in addition to your Machine. While the series always involved a range of machines that each featured their own specializations and traits, with familiar ones returning alongside new ones for this sequel, choosing your avatar adds additional perks. Characters can have different starting traits, such as Chef Kawasaki getting more health from food items picked up or the extra nimble Rick. But what really matters is their Special, as folks like Rick and Susie get additional boosts of speed while Waddle Doo and Scarfy get more firepower and abilities to attack anyone around them. So from the very start, we’re getting a lot of customization items that let us choose a driver and vehicle that complement our style of play.  While not on the scale of The Subspace Emissary from Super Smash Bros Brawl, the Kirby Air Riders Road Trip campaign feels like it offers the same sort of vibes. After selecting a Racer as your playable character, you’ll drive along a road through various chapters. As you go down the road to an unknown destination, three options will come up frequently and ask you to pick one. These could be quick races from Air Ride or Top Ride with specific objectives or Field Events and Stadium challenges City Trial. Sometimes, there’ll be a “boss” event that could be a rival race, or a stronger-than-expected foe will drive up and replace an option. You might get a store with power-ups and stat bonuses. A new Machine could come up to switch to and add to your roster. One option in each route will always be an “ally” who, by picking them, will determine what the next chapter you head to will look like when you continue to drive down the dividing paths. Succeeding in each one boosts your Rider’s stats and level, leaving them better prepared for things to come.  Images via Nintendo I genuinely adore it. As much as I love City Trial, I think Road Trip is the ideal way to play Kirby Air Riders in so many situations. Did you just start the game and finish all the tutorials in the Lessons section? Play Road Trip to practice your skills in a safe environment that gradually scales in difficulty. Looking for a diverse experience with a little bit of everything the game has to offer? See what all the modes, minigames, and race types in Road Trip. Want to work on unlocking Riders, Machines, customization elements, and miles for shopping? The stage and challenge diversity in chapters is enough to tick off tons of boxes.  But speaking of City Trial, it is the other stand-out mode in Kirby Air Riders , just as it was in the original GameCube game. This is a large island with a number of different biomes on it similar to the map from the original GameCube game’s mode. It feels like the island we knew and loved developed and expanded, adding more to do. I found at least eight people seemed like an optimal number to compete against here, though 16 also seems pretty great. (Team battles also seem great!) Your goal is to collect Patches that will increase your Rider’s stats, such as boost, charge, defense, glide, HP, offense, top speed, turn, and weight, so you’re prepared for the final Stadium challenge at the end of the round.  Images via Nintendo However, prior to that, random events can come up that can involve brief challenges or minigames. You can also find new Machines to swap to for better odds in the final “fight.” And before that, it’s also a good idea to target other Riders to steal their patches or get them off of a potentially powerful Machine, though being successful in that will make you their “Rival” and give them more items if they find you for revenge and defeat you. It’s so much fun, and the fact that you can opt to call a vote for the Stadium challenge at the end is great. The only downside I can see is that I sometimes wished some of the events would come up during the pacifist Free Ride option that lets you explore, so I could get some intel.  Aside from those more focused and intensive City Ride and Road Trip modes, Kirby Air Riders offers two types of races to choose from, each with modes that add extra diversity such as a standard race, a relay where each player on a team handles a different lap, and time attack. Top Ride feels like a classic, arcade-style racer with an overhead perspective and the whole track visible from above. You can even set free directional controls or a steer option that lets you only move left or right to drive. Your Machine always accelerates on its own, and you need to hold boost for drifting around corners. For this installment, that steering option is in the options and not tied to your Machine, so you can use any Machine and Racer for a more free experience, relying on your skill and items and abilities that randomly pop up to improve your odds of success. Images via Nintendo Air Ride is the more traditional racing mode in Kirby Air Riders , which is 3D with a behind-the-driver perspective like Mario Kart World . As Sakurai noted, the controls are limited and fairly simple. Some elements are the same as Top Ride. A Machine is always moving forward on its own. You ideally drift around corners to take advantage of the boost and get a sharper turn. However, the real way to accelerate here is to attack other enemies either with acquired Copy Abilities from enemies on the track, spinning to hit, or Specials. Gliding is also necessary, allowing you to reach certain areas of some tracks or get a boost from landing in the right position. The Rider you pick and their Machine can lead to effect benefits that allow certain strategies to be more successful, so a lot of thought can go into winning. Again, it’s more strategic than you might think and great, but also easy to get into. I know I’ve gone on for a while here about how great Kirby Air Riders is. (Did I mention it looks gorgeous and has an amazing soundtrack? It does!) But another element I ended up loving more than I expected is the Machine customization option and Machine Market. You can acquire and purchase extra machines from the Mile shop, then customize them with decals, stickers, lines, accessories, and other elements you buy with miles or earn via accomplishments in modes. While you only are limited to 20 decals/stickers/lines at a time, I feel like there’s so much you can do with that. Now, I’ve held back a bit since I do want to wait until I unlock at least another 20 decals and lines to get back into the “studio,” but so far I’ve customized Machines with an Animal Crossing Brewster’s Cafe logo, The Legend of Zelda Master Sword, and Pikachu, and I still feel like I’m only starting to scratch the surface.  Here, see how all three turned out so far for yourselves. The IDs for them, from left to right, are M7GMBLX6, MBC2T6J9, and MJ54FLY3. Screenshot by Siliconera I knew I’d like Kirby Air Riders, since I enjoyed the GameCube original, but I didn’t expect this game to feel stronger than Mario Kart World . It’s so enjoyable and robust. There’s room for both racers on the Switch 2, of course. But if I had to pick a favorite and never touch the other game again, I’d pick Kirby Air Riders every time. There’s so much to do, and every mode feels well-realized and valuable. Kirby Air Riders will come to the Switch 2 on November 20, 2025 .  The post Review: I Like Kirby Air Riders More Than Mario Kart World  appeared first on Siliconera .
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