Comprehensive Game Reviews
Comprehensive Game Reviews
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Review: Cassette Boy Experiments With Perspectives Like Fez
Review: Cassette Boy Experiments With Perspectives Like Fez When Polytron Corporation released Fez, we’d never really seen anything like it. A game that uses perspective to solve puzzles and make progress and shifting between 2D and 3D? Later, we’d see Superliminal and Viewfinder play with how we see things changing how the world works. Cassette Boy is a game in that same vein, only blinding The Legend of Zelda style action-RPG elements as we rotate our viewpoint to change the rules of the world. It’s also just as clever as many of these other games I’ve mentioned, and I hope this indie gets the attention it deserves. Cassette Boy begins with our avatar being addressed by a sparkling entity. It cryptically explains that the moon is gone because our character wasn’t looking at it. This being explains that perspective is everything, and illustrates examples showing that objects, entities, and buttons can disappear if you can’t see them. As such, it’s now up to you to recover the Moon Fragments to restore them to the sky. https://www.youtube.com/watch?v=Ic71W0L8SMo While Cassette Boy is a The Legend of Zelda- like in some ways, it really prioritizes puzzles and experimenting with our view of the world in a way I appreciated. After the opening introduction and acquiring a sword, we’re given the ability to use the shoulder buttons to rotate the world. In town, it means getting access to houses where you couldn’t previously see doors. More importantly, it means opportunities to start “hiding” enemies, switches, and blockades to make progress to different areas or turning the world fast enough to cause squares to pop up to provide opportunities to reach higher areas or damage foes. So as some of the earliest examples, there’ll be a situation where you rotate 90 degrees to completely hide a huge slime you couldn’t otherwise defeat at that point to slip past to the next area in a forest. For one boss, you rotate the world 360 degrees as quickly at the switches that will make a piece of ground pop up when the opponent is about to get near to damage it five times to win. You stand on a switch to open a door, then rotate the world to block it so you can then move and safely go through the doorway. In one situation, you move a box to a point where you need to rotate 360 degrees to lift yourself and the box up so you can jump.  Keep in mind, these are the earliest kinds of progression. In a true The Legend of Zelda and even Metroidvania type of fashion, Cassette Boy also eventually encourages returning to past areas or temporarily blocks off access to certain spots by hiding them behind a type of “trick” you haven’t learned yet. So you might see a shrine in the first forest you can’t reach yet or an area of town blocked off, but need to wait until you can see things the right way to get to that new place. These come in the forms of cassettes for the headphones you acquire early on that help you "focus" to change the way you see the world. Image via Wonderland Kazakiri and Pocketpair Yes, I mentioned a shrine. Like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom , there are portals to brief shrines in Cassette Boy . If you gain access to one of these optional spots, you’ll be posed with additional logic puzzles. I’ve never seen any combat-related ones in my time with the game. Each one I encountered seemed to build upon my knowledge of my abilities in ways that sometimes challenged me a bit more than the typical puzzles encountered when searching for bosses holding Moon Fragments. Which is good because, while the combat isn’t terrible, it does feel like closer to the earlier The Legend of Zelda NES and Game Boy games. The melee attacks with the sword didn’t have the sort of responsiveness and combos as some contemporaries, and aiming with the bow and arrow can be a pain even after you get used to knowing how long to hold it to shoot it proper distances. Another thing I appreciate about Cassette Boy is that it is a really minimalistic game. It relies about the same Game Boy style greenscale palette. While there are a few indoor area tile situations where this can be a lot when multiple designs are combined, it generally is really effective and eye-catching, while still making visual distinctions quite clear. Which is important since you do need to be very precise about positioning to solve puzzles. That’s a little frustrating sometimes, especially when it involves ensuring a dangerous enemy is blocked or that a blockade is 100% hidden. But the design philosophy really adds to the experience. Image via Wonderland Kazakiri and Pocketpair Likewise, that comes a bit with the script. This is a rather simple game and doesn’t feature a super intense narrative. There are some occasionally clever lines, though! And again, there is a minimalistic approach to it. For example, while there’s not a lot of dialogue for NPCs, we will see reactions to certain events. This happens with our avatar’s neighbor, Nell. Our protagonist themselves will also occasionally think about things happening, and those asides can be entertaining.  Cassette Boy is at its best when challenging you to rethink your perspective to solve puzzles in this The Legend of Zelda and Fez style adventure. There are times when it can really test you and make you think! The minimalistic design direction is also a highlight. However, some combat elements can occasionally feel finicky, especially when the bow is involved. It definitely can be quite clever, and it’s well worth at the very least trying the demo if you also enjoyed games like Fez.  Cassette Boy will come to PCs via Steam on January 15, 2026, and a demo is available. It will also eventually appear on the Switch, PS4, PS5, Xbox One, and Xbox Series X .  The post Review: Cassette Boy Experiments With Perspectives Like Fez appeared first on Siliconera .
Reviews Articles and News - SiliconeraJan 9
The Legend of Heroes: Trails beyond the Horizon Review
The Legend of Heroes: Trails beyond the Horizon ReviewOne small step for man, one giant leap for the Trails series.
IGN PC ReviewsJan 8
Review: Temirana Is a Hilarious Otome Game
Review: Temirana Is a Hilarious Otome Game If Ichicolumn, Idea Factory International, and Otomate’s Temirana: The Lucky Princess and the Tragic Knights is any indication of things to come in otome games in 2026, we are in for a very good year indeed. This is a fantastic visual novel that has it all. The character designs are great. The story is fun. It’s both dramatic and hilarious. As for characters , I think the bachelors will easily win folks over, the supporting cast actually has personality, and the heroine is strong and smart. It’s just wonderful. Temirana is a kingdom with, well, a lot of issues. There’s a caste system that restricts what certain groups can and can’t do. An obsession with luck permeates society. A foretold calamity, which regularly strikes the nation, is happening that year under Dirine’s Moon. In the midst of it, the third princess of the royal family comes of age, is expected to form her own knight order, and stay alive despite being hated by her family and cursed. On the plus side, Cecilia has a divine beast named Benetti Astella who is constantly by her side as an advisor and friend and an inexplicable light flashes when she needs to beware of life-threatening danger or should be aware of important individuals. After meeting the prince Josephy, farmer Adel, noble Tobias, blacksmith Milan, and Tobias’ servant and former orphan Kiya on the day of the Helis Duelm dueling tournament and seeing light when encountering each of them, she becomes determined to recruit all five to her knight order for the good of the kingdom and her survival. https://www.youtube.com/watch?v=nahWI_ifCXQ I would say Temirana is a romantic comedy, but that would do the game a disservice. That is a big part of what’s going on here. But it’s also a drama, what with the mystery surrounding Cecilia’s curse, the gods, and the calamity and dealing with it. Even some of the more humorous elements, such as Toby’s whole nearly dying thing, end up with more in-depth explanations. And while Kiya’s condition does mean issues with short-term memory, it’s handled much more gracefully and respectfully than I expected. Plus Cecilia is a princess who wants to deal with the caste systems and internal diplomacy issue, which come up in Adel and Josephy’s routes. So it can be quite serious at times.  However, the different bachelors also feel well-realized. Their personalities are each fantastic and don’t really fall into any predetermined “tropes.” They aren’t just fulfilling conditions like “this is the shota” or “this is the oresama,” even though at a glance Kiya or Josephy might look like they are there to fill those spots. The localization is well-handled and each of the love interests’ stories feel valid as a result. I did have my favorites, as I really enjoyed time spent with Josephy, Milan, and Toby, but each route is worth pursuing. Screenshots by Siliconera I also mentioned earlier that the supporting cast includes some interesting folks as well. Eric and Alison end up assisting with guarding Princess Cecilia, and I loved both of them. The head of the house Nilda, aka surrogate mother for the heroine, is hilarious. The first and second princesses are also complete jerks, but I really appreciated the over-the-top villainy from both of them. It helps with rooting for Cecilia and her knight order.  The fact that we’re not just dealing with the romantic element, but also the survival part, also makes Temirana feel a little more involved than the typical otome game. There are times when Cecilia’s life and safety will be in danger. There will then be an action you need to take to survive. While this is a standard visual novel, it helps a bit with engagement. Especially since you’ll need to think about if the riskier decision is perhaps the optimal choice considering who’s with her and the current situation. Screenshots by Siliconera Since this is also an Otomate game, all the quality of life otome features are in Temirana. We get a chapter select for jumping into routes. There are flick touch screen control options. A gallery is included with access to the BGM, event CGs, events, and mini dramas from the main menu once they’re unlocked.  Temirana: The Lucky Princess and the Tragic Knights ended up being a fantastic otome game that blended romantic comedy with drama. The cast is wonderful. The story it tells is captivating. It avoids the traps of falling into archetypes. There are all the quality of life features we expect from a visual novel. It’s a sound game, and I even think people who aren’t into otomes may enjoy it. Temirana: The Lucky Princess and the Tragic Knights will come to the Nintendo Switch outside Japan on January 13, 2026 .  The post Review: Temirana Is a Hilarious Otome Game appeared first on Siliconera .
Reviews Articles and News - SiliconeraJan 7
Review: Neon Clash Is the Otome Game for Folks Who Would Never Play One
Review: Neon Clash Is the Otome Game for Folks Who Would Never Play One The Voltage and AmuLit otome games turned out to be really something so far. Each one of them feels like it prioritizes a strong visual novel system  with fascinating characters, and in some cases even other gameplay mechanics. Romance? That’s there too! It matters, but the structure is such that the narrative seems to be the priority. That held true for the otome adventures Even if Tempest and Red Bell’s Lament , and it is for the newest game Neon Clash: Echoes of the Lost .  While Neon Clash tells an original story in a futuristic setting with individuals with supernatural abilities, it’s also based upon the Romance of the Three Kingdoms tale. Kumyo was once ruled under a single king. A legend said “three heroes” will join forces to save it and unite Ping Huan, Sui Lou, Taozhe, Tsanying, Xiang Zhu, Xu Yiang, Yang Shu, and Zhi Fen. Kroa is the surviving heir of the Liu, an honorable mafia family that once helped rule the country. On her 12th birthday, when she was supposed to be picked up by her parents after being raised by her uncle in hiding for years, everyone was massacred. She’s been on the run ever since working as a delivery person for questionable items for Deliverydoo. Her only goal? Survival. Her Frayglyph tattoo imparts a psychometry ability that’s helped her along, not to mention she inherited gun called Dilu that only she (and certain past Liu relations) can wield.  https://www.youtube.com/watch?v=aN3uZZro5XU But it’s not long into Neon Clash that Kroa needs to shift from survival to revenge and rejuvenation. After returning to Taozhe for a job, getting caught up in a Zhuo assault, and something precious stolen from her being stole by Zhuo Biying’s men, Kroa is reunited with the other Gante Lowd. Everything convinces her to reform the Liu family and become its new boss, with the two of them and a former small-time gang leader named Zhang Hiyok joining them. However, that means she’ll also cross paths with other mafia families and their leaders like Sun Maslo and Sodyk Mun.  First things first, Neon Clash is 100% a gritty story. There are a lot of mature and unsettling elements. One love interest in particular is a walking red flag. When the game begins, one of Kroa’s first missions involves a drug run. Her best friend is a sex worker. To AmuLit’s credit, Meimei is handled well and nobody looks down on her because of her profession. When both Kroa and Hiyok talk about her, it’s always positively and respectfully. But because there is a lot of different kinds of violence discussed, I could see it being difficult for some people to read. Keep that in mind going in, and you should be fine. Screenshots by Siliconera Neon Clash is also an otome visual novel that bears a lot in common with Red Bell’s Lament and Bustafellows in that romance won’t feel like the priority. There isn’t a traditional route system where, as you make decisions, you end up down a path prioritizing Kroa’s relationship with Lowd, Hiyok, Mun, or Maslo. Instead, the story as a whole will pay attention to each of the men at different points. You’ll need to make the right decisions to get the True End. There is a catch animation to help you see this. Once you reach that end, you can see the happy endings for each of the four characters via the chapter select option. Note that there are some bad endings mid-chapter that can end things early, so keeping multiple saves is smart, though in a few situations I felt like it was pretty obvious when a decision would cut the story short. Also, there is a bad ending to unlock in addition to the True End and its four happy endings, so there is a lot to see and reason to replay and make different decisions.  I could see it being completely worth it, as the character design in Neon Clash is fantastic. Lowd, Hiyok, Mun, and Maslo are all amazing characters, and Kroa herself is one of the most multifaceted and powerful heroines I’ve seen in an otome game. The bachelor’s backstories are well-realized and make sense. Even if there is someone who’s a jerk with bad morals, there are elements to him that still make him appealing. I was so glad that the Boss’ Grade points after each chapter could be used in a main menu Shop to see additional short stories starring the characters and there’s an Underground Newspaper to act as a refresher for the story and offer context after chapters.  Not to mention all of their character designs are fantastic. Neon Clash is a gorgeous game that’s bright and colorful, while also being gritty and influenced by both Asian architecture, cityscapes, and technology. Even supporting cast members look incredible. It’s a gorgeous game.  Images via Voltage and AmuLit Another thing I’ll note is that Neon Clash feels like a step forward in terms of launch quality for Voltage and AmuLit releases as well. Yes, I did notice some spelling errors as I went through the story. However, the sentence structure, grammar, and localization all seemed pretty fantastic. Especially given the subject matter and gravity of the situation at some moments. It’s in a good place as of time of writing, and I think additional patches could only catch those few remaining issues to fix them. I am a bit disappointed the font is so small, but it is still legible due to the color choices for the text and background. The only real downside here is how the save system works, as it makes getting the additional sadder endings on a replay after already unlocking the good True End ones frustrating due to basically needing to start completely fresh. Neon Clash: Echoes of the Lost prioritizes a dramatic and thrilling mafia story, though there are romantic endings in this otome game. That there aren’t specific routes for each character is a bit of a downer, especially since Kroa and her four love interests are all well-written and captivating. I’m hoping that could happen with a follow-up fan disc. It also feels like a step up for Voltage and AmuLit game launches, as the gameplay seemed bug-free and the localization was stronger than past games. This is the sort of otome visual novel that really feels like it could be a grand adventure for anyone. Neon Clash: Echoes of the Lost is available for the Nintendo Switch.   The post Review: Neon Clash Is the Otome Game for Folks Who Would Never Play One appeared first on Siliconera .
Reviews Articles and News - SiliconeraJan 5
Death Howl Review - A Spirited Shuffle
Death Howl Review - A Spirited Shuffle Reviewed on: PC Platform: PlayStation 5, Xbox Series X/S, Switch, PC Publisher: 11 Bit Studios Developer: The Outer Zone Rating: Teen Death Howl is a turn-based, grid-based Soulslike deckbuilder, but despite this dizzyingly long chain of subgenres, the game comes together well, with a tight, satisfying gameplay loop. Its themes of grief are well-handled, its sidequests are unique and challenging, and it continued to introduce fun new mechanics even dozens of hours into my 45-hour playthrough. Ro, Death Howl's protagonist, journeys into the spirit world after a tragic accident separates her from her son. In her quest to get him back, she seeks help from the land's four great spirits to reach the summit of the howling mountain. Along the way, she encounters a variety of quirky, surreal spirits, most of which she has to defeat in combat. The story of journeying into the land of the dead has been told many times throughout human history, and while Death Howl's structure isn't particularly novel, its execution is. Its muted color palette; dark, brooding soundtrack; and distinct monster designs establish a singular aesthetic identity I couldn't get enough of. The vast majority of Death Howl is its brutal combat. While invoking From Software's Dark Souls as an inspiration has been commonplace for nearly a decade, Death Howl more than earns the comparison. Defeating enemies earns titular death howls, which are used to unlock new cards or abilities. Every combat encounter has the potential to be deadly, and with limited checkpoints, it takes skill to conserve your health across several battles. Equally challenging are the massive, grotesque bosses, each with irregular body shapes and environments that make each face-off memorable. Across four realms, you'll assemble an arsenal of cards that do damage, inflict status conditions, or even summon allies. Perhaps Death Howl's cleverest trick is nerfing cards by increasing their costs outside their home realms, making your favorite deck in one area completely unviable in the next. Each realm is built around a different mechanic, like discarding or taking damage, with isolated skill trees as well. There's also the overwhelm feature, which differs by realm and can provide vital boosts by repeating a realm's favored action over time. A realm built around movement, for instance, rewards you for playing as many cards as possible by giving Ro the ability to charge up a massive blast of damage. I like that the realm system encourages the player to experiment, while also keeping their relative power low enough that the world always feels dangerous. Death Howl's sidequests are also stellar. Each occurs when Ro encounters a spirit in need of something, and the quest begins when she's granted a specific quest card. These disable fast travel and can't be removed from your deck unless you want to abandon the quest. Each has a quest-specific mechanic that can either help or hinder you; my favorite quest granted me a card that heals me – something you can usually only do situationally – and had me clear out a whole area without resting to heal at a checkpoint. I loved tackling these bespoke situations, and the rewards are always worth it. In the opening hours, I didn't love Death Howl. I found combat frustrating until I took a step back and focused on grinding death howls on the skill tree, which gives the player a substantial power boost and helps to focus their decisions during battle. Not only did my experience vastly improve, but I was amazed to find that I fell in love with the gameplay again and again with each realm's new mechanics. Even the final area is uniquely rewarding, not only because it brings the story to a satisfying conclusion, but because it allows me to feel that sense of discovery one last time. Death Howl is cohesive and well-crafted. The game's dour tone complements its surreal art style and soundtrack. Its myriad genres coalesce into consistently engaging combat and tactics. But most of all, across story and gameplay, Ro's journey taught me to embrace obstacles to overcome them. Having reached its end, it's a journey I'm glad to have taken. Score: 8.75 About Game Informer's review system
Game Informer ReviewsJan 5
Review: Inazuma Eleven: Victory Road Is Packed With Experiences
Review: Inazuma Eleven: Victory Road Is Packed With Experiences Level-5 is officially two for two when it comes to games that successfully survived development hell. Fantasy Life i: The Girl Who Steals Time turned out exceptional , even with so many ideas packed into it. Now that Inazuma Eleven: Victory Road is here, it feels a bit like each mode might be one direction the final game could have took and Level-5 decided to finish them all and toss them in together. While it didn’t turn out as wonderfully as the latest Fantasy Life , it’s far better than I expected.  There are a lot of modes in Inazuma Eleven: Victory Road , so many that I must confess that it sometimes feels like each one felt like it could have been a full game in a way. Or, at the very least, that feels true for both the Story and Chronicle modes. Story Mode is the story of a new team and a new dream. Destin Billows (Unmei Sasanami) loved soccer, but was forced to give up on actively playing due to his health. He claims to be genuinely happy to be transferring to South Cirrus Junior High School, as it doesn’t have a team. However, after learning about the school delinquent Briar Bloomhurst (Jouji Sakurazaki), who was a star player and forced to abandon his dream, and being basically badgered into friendship by Cedric Freud (Heita Kisoji), to restore the football club.  https://www.youtube.com/watch?v=6ArR7UnwT8w It’s absolutely wild. Inazuma Eleven: Victory Road Story Mode feels like playing through a shonen sports manga. We see Destin and Briar meet and decide to move forward together. We watch Destin take part in rock-paper-scissors style RPG battles against members of the student council, police officers, nosy neighbors, and staircases. We pet and photograph cats. We kick illusionary soccer balls. We listen in on gossip from classmates. We find new teammates. I mean, we eventually also play soccer too, but the process of living life, seeing these kids at school, and getting a better understand of why it’s so important they bond and do well. I could see some folks get frustrated at exactly how long it takes to form the new football club and start hitting the field, but I adored the progression pace and story being told. But then, for people who want to get into actually playing faster and building up the “best” team, there’s Chronicle Mode. Our goal here is to help Vic, Misty, and Clark “Wandaba” Wonderbot get the strongest team of 11 players with the strongest Keishin to defeat the Mind Eaters who could make humanity extinct. This involves heading into soccer matches across time, reliving past Inazuma Eleven game and anime storylines. It’s a lot. Especially since Player Universe can be used recruit players and we use the Team Dock to put together our team. In general, it isn’t a bad place to start, since it begins with Mark Evans (Mamoru Endou) going through a tutorial that explains how to actually play soccer and is more about completing actual matches. We can choose Chronicle Battle, Route Unlock Battle, Rare Drop Battle, and Hero Battle to advance our goals. Success in matches is dependent on meeting the History Check, which involves certain actions during teams like “Pass to Kevin,” “Shoot as Kevin,” “Complete a Focus Battle,” “Complete a Focus Battle as Axel,” and “Play for Victory.” This means it can be tricky, but difficulty does scale up and does get more immediately into the game.  Images via Level-5 Like Story Mode, I’m a fan of this Inazuma Eleven: Victory Road mode, even though it involves a lot of grinding to get through it. Chronicle Mode still has a story structure. There’s still character building and team organization, which I love. The active soccer matches work well, and it isn’t difficult to pull off the extravagant special moves the series is known for. I also didn’t find it too difficult to pass the History Checks. The Focus Fields and Focus Battles are helpful for dealing with Zone defending, and I love how we have the standard shots, Long Shots to attack from a distance, and Shot Chains along with our Specials when enough Tension builds up via playing. The ease of play might be a bit of a downside, as I almost felt as though the CPU could have been a bit more intelligent and responsive to my actions. But then, there are so many routes here, with the Go Galaxy and LBX: Little Battlers eXperience ones added post-launch , so it’s genuinely possible that there’s so much that I haven’t hit the more challenging bouts. Plus allowing us to deplete enemy Keeper Power helps with getting one past the better goalies.  The Competition mode rounds things out. You can take part in essentially a quick match feature with preset teams, play in 1v1 and 2v2 games, and take part in online tournaments. The tournaments can involve seasonal rewards, to encourage constant participation. While there are a lot of options, including a Bond Town where you can create a town and explore, I feel like the campaign modes are stronger and a better time. It’s because all you really need to do is grind out characters to win, but that isn’t fun! Since I was coming into it so far after launch, I felt discouraged for a few hours. What’s worse is that sometimes I’d experience terrible lag. So even though I did invest five hours into that mode, my success could be affected by outside factors.  Images via Level-5 Inazuma Eleven: Victory Road is a lot, and it feels like an installment that attempts to cover almost every possible aspect of the series. It doesn’t top the earliest Mamoru Endo DS entries for me. However, there’s so much here that it feels like a mode exists for every possible player. Not to mention that it is admirable to see it not only released, but is genuinely good. There are some minor issues, such as balancing and NPC intelligence in matches. The CPU isn’t great about making decisions. However, the fact that we are seeing rebalancing and substantial updates like Re-Story make me wonder if this could eventually turn into a 9 out of 10 game in a few weeks or months with additional patches and fixes to things like online multiplayer.  Inazuma Eleven: Victory Road is available on the Switch, Switch 2, PS4, PS5, Xbox Series X, and PC.  8 The post Review: Inazuma Eleven: Victory Road Is Packed With Experiences appeared first on Siliconera .
Reviews Articles and News - SiliconeraJan 3
Review: Angeline Era Is More Than a Tribute to Ys Style Games
Review: Angeline Era Is More Than a Tribute to Ys Style Games Angeline Era is a surprise. It’s one of those titles you might have missed as December began due to the number of releases and events. It feels like a loving reference to the earliest Ys games and similar early action-RPGs on the PS1 and PC. It is an examination of  trauma affects people. But more importantly, it’s a game you should play if you get a chance, as it is a valuable and important experience. Tets Kinoshta is headed to Era as Angeline Era began. Angels summoned him there, suggesting only he can collect and protect the nine bicones. After arriving and collecting two of them, he meets a wandering angel named Arkas who fell to earth when their ship Throne crash landed there. In the process, angels lost the ability to Shimmer. Arkas again asks Tets to gather the bicones, get to Throne, and dispel the storm surrounding it to allow angels to shimmer again. However, that means facing the fae princess Niamh McManann along the way. https://www.youtube.com/watch?v=Yizu73qqNi0 Angeline Era is many things all at once. When exploring areas and the world, it looks like a polygonal RPG. Bumping into people allows you to talk to them. (The dialogue is usually quite clever!) Bumping into enemies destroys them. There can also be light puzzle-solving elements. When in an overworld map, you can press a button to “search” an area for a level. If you find a spot to reach one, you go through a brief, 2D, first-person trek to reach the new space, which becomes an isolated slice of another space where you can find new enemies and encounters. There are times when it can feel like the priority is getting through a stage, pushing yourself for optimal jumps and placements, rather than fighting.  These levels and boss fights can feel really extraordinary sometimes. While there are RPG elements to them as in the Ys games, as we can manage equipment, stop at mirrors to restore health, and such, Angeline Era often feels more like a platformer. We jump and double jump to reach places and attack enemies at different positions. There are hazards to avoid and different paths to follow. When we get to major foes, the fights can be clever and challenging! The first fight against the various fish (which goes from two to eventually 32 on screen at once) feels like a bullet-hell affair. When we face Dulla and Han, it’s a more traditional type of foe with close range, ranged, projectile, and even what amounts to a one-hit KO move. This is all accompanied by a script that can sometimes initially feel goofy, humorous, over dramatic, and a send-up of early PS1 and PC adventures. Screenshots by Siliconera However, there’s so much more to the story than that. As someone goes through Angeline Era , they might wonder what’s happening with the angels, fae, Throne, and Shimmer ability. Alongside silly NPC dialogue, there can actually be poignant moments. So much so that when the more genuinely serious, thought-provoking, philosophical comes up, it fits in seamlessly and manages to make an already engaging experience even better. I fear I can’t say too much, because there’s so much going on that it would ruin things. That’s because Angeline Era isn’t just an action game like Ys in which Tets plays the Adol role and ends up being the hero to save the day. This is more than a tale about a conflict between angels and fae, and reclaiming an ability. It’s an examination into Tets too. We’re learning about this character’s life and who he is as a person.   Images via Analgesic Productions The gameplay in Angeline Era is challenging and entertaining, reminiscent of Ys games, but its story feels even more important. There’s so much to it that should be discovered firsthand and not spoiled that I fear anything I say could spoil too much. But the examination into who Tets is and the quest to save Era is executed well. The stage and boss fight design is great. Especially since the varied difficulty levels lets anyone enjoy it. It’s a game that begs you to check everywhere and see it through to the end. Angeline Era is available for PCs.  The post Review: Angeline Era Is More Than a Tribute to Ys Style Games appeared first on Siliconera .
Reviews Articles and News - SiliconeraJan 2
Asus ROG Strix G16 (2025) Review
Asus ROG Strix G16 (2025) ReviewSimilar in design to last year, the AMD version of the Asus ROG Strix G16 offers solid gaming performance in a bulky shell.
IGN PC ReviewsDec 31
Review: Arcana Famiglia Rinato Is Such a Stylish Otome
Review: Arcana Famiglia Rinato Is Such a Stylish Otome  Dramatic Create Switch otome games have… something of a reputation, with titles such as The Crimson Flower that Divides: Lunar Coupling and Of the Red, the Right, and the Ayakashi featuring interesting stories and poor localizations. However, it seems like it and HuneX broke the cycle with La Storia Della Arcana Famiglia Rinato , an updated version of an otome game that first appeared on the PSP! The translation isn’t perfect, but it’s worlds better than past games. Which is great, as this is a really dynamic and unique visual novel that deserves people’s attention. The Arcana Famiglia organization defends and protects the island of Regalo, with members who join the family wielding Arcana abilities that grant them special abilities and strength. Mondo, current head, decides on his birthday that he will be holding the Arcana Duello in two months to decide the new head of the family after he retires. Whoever wins will lead and also marry his daughter, Felicita. This would also mean she would be confined to the estate. However, as an Arcana-wielder and family member herself, she’s one of the people obligated to compete alongside various members she’s known and worked with her whole life.  https://www.youtube.com/watch?v=pVAZ94abDn4 Arcana Famiglia Rinato plays like a traditional otome visual novel for the most part, but the Dramatic Create and HuneX title’s presentation and execution is often rather unique. As you go through the story, images often come up as manga panels. This is complete with sound effect imagery, when appropriate. Given how dynamic the whole affair is, it really helps with the storytelling. We see Sumire engage with her daughter and Luca early on in the opening flashback, conveying the sense of movement and gestures of affection. When the “duel” quick-time-events come up, there are the sfx and often multiple images to convey successful hits and abysmal failures. These does appear alongside more traditional character portraits. All together, it’s an incredible means of showing off the narrative and better conveying characters’ personalities. The way in which things proceed also lend itself to Arcana Famiglia Rinato feeling more engaging. Felicita will get opportunities to visit places around Regalo during her free time and not engaging in a story event, which lets us select which of the seven love interests she’ll meet. It will also mean opportunities to use her Arcana. This can be done a certain number of times per day and basically allows her to telepathically check in with someone to see two possible topics or options that are at the forefront of their mind. (One of them might have her face tied to it.) This allows you to influence affections and the direction of events.  Screenshots by Siliconera Honestly, the major downside in all this isn’t the localization. There are occasional issues with that, mind you. Sometimes words are missing or there’s a spelling error. A good example is one of Mondo’s earliest lines. In game, it is “Rejoice, my lovely daughter. So have so many men willing to protect you with their own bodies.” Clearly, the first “so” should have been “to” instead. Or when Sumire is teaching young Felicita to be strong, she forgets the “a” article in “Just because you’re woman, that doesn’t mean you should cry and cling to others.” Small things like this are the main issues I saw come up. Annoying? Sure. Enough to keep me from playing a HuneX otome I’ve wanted to play since 2011? Never.  No, the real problem here is that Felicita is a silent protagonist. Everyone here has an interesting personality! Characters are funny! Bombastic! Caring! Mysterious! From how they talk about her and how we see her respond both in actions and with dialogue responses, it seems like she’s an assertive, intelligent, and strong woman! But since she never says a word outside of the choices we make, we don’t get to see that. It really detracts from an otherwise outgoing otome.  Screenshots by Siliconera La Storia Della Arcana Famiglia Rinato is such a dynamic, thrilling, and even funny otome game from HuneX and Dramatic Create. It’s so different from other visual novels in the genre we see. It’s a shame that the heroine is a silent one. Especially since the localization seems improved from the company’s other Switch efforts. The fact that this did seem to turn out so well and is an unexpected, deep cut makes me excited for the future of games from these two groups. La Storia Della Arcana Famiglia Rinato is available for the Nintendo Switch. It will come to the PC via Steam in February 2026. It also appeared on the PSP and Vita in Japan. The post Review: Arcana Famiglia Rinato Is Such a Stylish Otome appeared first on Siliconera .
Reviews Articles and News - SiliconeraDec 31
Review: The Good Old Days Is a Goonies Style Adventure
Review: The Good Old Days Is a Goonies Style Adventure The Good Days is an adventure game with Metroidvania elements about a group of kids desperate to raise a massive amount of cash in a single day by any means possible, only with combat optional. There are also multiple ways to reach that goal and endings as a result. Sound unusual? That’s because Ryoh Tazaki’s Yokogo Systems is behind it. Tazaki also works for Onion Games as a developer on titles like Black Bird, Dandy Dungeon, and Million Onion Hotel . The result is a title that’s unusual, unorthodox, and maybe a little clumsy, but charming nonetheless. When I mentioned The Good Old Days channeling The Goonies , I wasn’t kidding, as the setup for the game is incredibly similar. In the small town of Arostia, a group of kids known as Sean, Bruce, Doc, and Foodie band together as The Noogies and search for treasure. While they get the chance to find it, it’s unfortunately under dire circumstances. Sean’s father disappeared and left a $30,000 debt behind. Bruce, Doc, and Foodie got captured and thrown into underground cells. The loan shark shows up at 10am and wants money by the time night falls. Rather than go to the police, Sean heads into the depths below the city to search for his missing friends and money by any means possible. However, Biff, Chuck, Frank, and their mother heard about Sean’s family’s troubles and hidden inheritance, and they’ll cause trouble for the crew. https://www.youtube.com/watch?v=VRNa5QhXUqM The Good Old Days is a timed adventure. You need to get through the day, finding money by exploring. Maybe you find a lottery ticket? Perhaps you beat foes? There are minigames! You could find the legendary hidden treasure Sean’s family buried down below! This could happen with none or all your friends. You have a lot of options. But it’s also quite deadly, as the underground is filled with bats, rats, ghosts, villainous humans, and environmental hazards. While the bulk of your time will be spent platforming and wandering underground, there will also be points of interest above to visit as you search for cash.  Part of the Metroidvania part of The Good Old Days is tied to each of the Noogies’ special abilities, much like how each member of The Goonies had unique traits. Sean is given bombs by the loan shark at the outset of the adventure, which can be used to progress past certain areas, and he’s also fairly average when it comes to moving and jumping. Foodie is slow, but he can headbutt foes and move boxes. Bruce is incredibly fast and has the furthest jump. He can perform an attack that hits above and below him at the same time too, though I didn’t find it as useful as Foodie’s. Meanwhile, Doc has a pretty good vertical leap and can use a radar that shows anything immediately around him. Images via Yokogo Systems There are other items that help along runs. Sean being able to blow up stronger doors is his “thing,” but that can be upgraded. You can get equipment that mitigates some hazards too, like diving gear that removes the threat water poses. These power-ups are maintained through playthroughs when you go with a new game+ run. Given the relatively short length and wealth of endings, it definitely feels like a game to run through at least twice.  However, I did notice two downsides. One is that the platforming can feel a little clunky. Nailing some of the jumps is really trying and troublesome, especially before Bruce is rescued. It is absolutely possible to beat a run without Bruce, mind you, but some of the layouts in the underground are frustrating. The other issue is I felt like there could have been more to Doc as a character. All the kids are charming when it comes to the story, and the narrative as a whole is interesting! (Especially since we learn more after each ending.) But since Doc essentially acts as a radar for unseen secrets and is the last character we unlock, I felt like he wasn’t as essential to the adventure. Is he a time-saver? Sure. But since bombs are unlimited and we’re exploring every nook and cranny anyway, I felt like there could have been more to him. Images via Yokogo Systems The Good Old Days captures the same sort of spirit as The Goonies , while also feeling like a unique Metroidvania. There are many ways to approach it and solve Sean’s money problems. All of them can be interesting. Can it get a little clunky? Yes. However, the nature of it and way it encourages replays does mean subsequent runs feel a little more manageable.  The Good Old Days is available on the Switch and PC.  The post Review: The Good Old Days Is a Goonies Style Adventure appeared first on Siliconera .
Reviews Articles and News - SiliconeraDec 30