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: WiZmans World Re;Try Tries to Make Grinding Exciting
Review: WiZmans World Re;Try Tries to Make Grinding Exciting Us getting a localized version of WiZmans World about 16 years after its 2010 Japanese debut on the DS is wild. A part of me wants to suggest people grab it and try it to help show there’s a demand for these sorts of releases and see what this snapshot of past JRPGs is like. Fortunately, WiZmans World Re;Try is mechanically interesting due to the Anima Fusion system, though it does get incredibly repetitive due to grinding to conquer dungeons.  In WiZmans World Re;Try, a whole town is kept captive. Everyone in Wizarest is dealing with memory loss and finds themselves trapped in a town surrounded by dungeons. Those who try to challenge those labyrinths face untimely ends. However, as the adventure begins, a witch named Giselle discovers a child in the forest. He’s unable to speak, but she brings him to Archmage Adan and states she’ll raise him. Years later, he’s meeting with that same authority figure after Giselle’s disappeared into one of the dungeons and is about to start his own journeys into the depths. When he does, he learns she succeeded in creating artificial lifeforms called homunculi, an objective she’d had for years, and joins forces with Aen, Doe, and Toori to conquer these trials and find out the truth about the world and the apparent collapse that is leading to the influx of monsters and dangers. https://www.youtube.com/watch?v=dlnCMvjk2ww In terms of gameplay, WiZmans World Re;Try is a rather typical turn-based JRPG. There will be Main Quests that come from the Archmage and involve going into each of the dungeons surrounding Wizarest. However, you can (and should) also take on Sub Quests from villagers that provide opportunities to grind levels and gain rewards. Fights are traditional affairs in which a timeline on the top of the screen shows the order in which allies and enemies will act and you can opt to attack, use a skill, guard, use an item, or escape on your turn. An auto function is present, which is handy given this is a very grindy game. Dungeons and towns feature an overhead perspective, and the character and monster sprites generally look fine. You can also see the enemies on the map, making it possible to avoid or seek out encounters. The unique element to WiZmans World Re;Try is the Anima Fusion system. When you defeat an enemy, you might get their soul as a reward. Going to your lab in town lets you fuse that with Aen, Doe, and Toori to change their in-battle appearance and abilities. I suppose I’d say it is similar to the fusion mechanics with demons and Personas in Atlus’ Shin Megami Tensei and Persona series. You pick a homunculus, then select a soul. This then determines the boost in stats, Ex Attack, Skills, and appearance after they’re combined. Once done, you see the Anima Status with up to two combined and the results. The final appearance ends up looking like a female humanoid version of the monster souls used in the process. There’s a standard option, but it is possible to get manastones and other materials for more advanced ones involving catalysts that result in better final results. Images via Clear River Games The thing is that system is great and does encourage WiZmans World Re;Try dungeon diving, but also ties into the parts that get pretty tedious. This can be a grind-heavy game. Especially if you want Aen, Doe, and Toori to be at their best and capable of covering every elemental base when attacking due to a rock-paper-scissors sort of system. (Fire beats wind, wind beats earth, earth is better than water, and water will put out fire.) The fights themselves aren’t all that enthralling. If you can get into a routine, maybe put on some music or a show and play in handheld mode, it’s fine. But it doesn’t really challenge you beyond knowing you probably need certain extra souls to be prepared for a boss or some stronger fusions, so you better grind a bit to prepare.   WiZmans World Re;Try isn’t the most exciting JRPG, but it is great we finally get to experience it after about 16 years. The Anima Fusion system is interesting, and there’s some pretty intricate spritework involved for some characters. The game is something of a grind though, so be prepared to work for your best combinations and to take down some bosses that appear in later dungeons. WiZmans World Re;Try is available on the Switch, PS4, PS5, Xbox One, Xbox Series X, and PC, and the original game appeared on the DS.  The post Review: WiZmans World Re;Try Tries to Make Grinding Exciting appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 19
1348 Ex Voto Review
1348 Ex Voto ReviewAn action game that makes a promising first impression it doesn't live up to at all.
IGN PC ReviewsMar 18
Crimson Desert Review So Far
Crimson Desert Review So FarMore than 110 hours in, this ambitious RPG has swung wildly from incredibly cool to gobsmackingly infuriating.
IGN PC ReviewsMar 18
Crimson Desert Review - Highest Fantasy
Crimson Desert Review - Highest FantasyCrimson Desert excels as an open-world action-adventure game when exploration and combat intersect. In the lead-up to release, there's been a lot of discussion about what exactly the game is and whether it's too good to be true, with trailers showing off everything from dragon-flying and mech-piloting to Shadow of the Colossus-style boss fights. Developer Pearl Abyss certainly set its sights high with its first single-player game, and there's no denying that Crimson Desert is an incredibly ambitious game stitched together with as many ideas as humanly possible. A few hours into my adventure in Crimson Desert, I decided to explore to the east of the Duchess of Hernand--the game's starting location. Just beyond a sloping valley, I could make out what looked like a giant diving board nestled atop a mountain ridge. With this landmark in my sights, I made it my mission to scale the chalky cliff face and find out what exactly this enticing structure was. As I figured out how best to tackle the climb, finding spots where I could stand and replenish my stamina before continuing, I eventually reached the top and discovered that what looked like a diving board was actually a mysterious wooden pulley. It wasn't clear what it was used for, but I didn't really care. The view from the top instantly grabbed my attention, presenting a breathtaking panorama of Hernand and beyond. Pastoral countryside stretched as far as the eye could see, dotted with hamlets, beautiful meadows, and dense forests. In the distance, snow-capped mountaintops reached for the clouds, while a number of hilltop castles were only a horse ride away. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 18
The Seven Deadly Sins: Origin Review So Far
The Seven Deadly Sins: Origin Review So FarA run-of-the-mill anime fantasy come to life.
IGN PC ReviewsMar 18
Crimson Desert Review - Open-World Overload
Crimson Desert Review - Open-World Overload Reviewed on: PC Platform: PlayStation 5, Xbox Series X/S, PC, Mac Publisher: Pearl Abyss Developer: Pearl Abyss Rating: Mature The first meal you learn to cook in Crimson Desert is Clear Soup, a brothy mixture of simply water, meat, and lentils. It looks nice and is probably filling, but would no doubt be a bit simple and leave you wanting something with a little more depth of flavor. As it turns out, it’s the perfect allegory for Crimson Desert at large: a beautiful, exploration-rich open-world game that’s a clear technological achievement, hampered by a cornucopia of little frustrations and a stark lack of narrative depth. In Crimson Desert, you follow the exploits of Kliff, the leader of a sort of fantasy peacekeeping corps known as the Greymanes, who help with the safety of the country of Pailune. But after an ambush, the company is scattered, and Kliff is killed, only for him to be revived by supernatural beings and set on a path to save the world from dark forces.  There’s a grand fantasy world to explore in Crimson Desert, filled with fascinating little cultures and wondrous sights – from a clockwork city where machine beings tend nearby farms, to a labyrinth of esoteric ruins floating in the sky. Crimson Desert is a visual and technical marvel at every turn, a beautifully realized world from a pure aesthetic standpoint. The entire world is rendered as one location, and you can, quite literally, see every inch of it from any high point. It’s breathtaking. But the first major downside that becomes quite apparent early on is that the game doesn’t have much of a story to tell or any major themes to impart.   I can’t think of a better way to describe Crimson Desert’s main story, other than it’s simply a mess. The plot fluctuates from hard to follow to downright nonsensical at times, more focused on delivering a sense of spectacle and bombast than anything. But it also clearly wants to have these big emotional moments that are supposed to have some kind of payoff that just isn’t there. The best way to describe it is if you looked up a compilation of “Game of Thrones’ best moments” on YouTube. So you get all these admittedly cool sequences and big fantasy set pieces, but without any of the backing of real character growth and depth. That even applies to the main character, Kliff himself, who feels just one step removed from a silent protagonist. This means that despite the beauty of the world, there’s nothing to ground you in it or make you truly care about the things you’re doing.  The one exception here is reuniting all of the Greymanes, where the game’s sole emotional core lies. Seeing your camp come together and grow is undeniably satisfying, and there are some meaningful moments of bonding between Kliff and his allies. But the game makes all of this optional about a third of the way through – meaning you might miss most of it.  You’ll likely see a lot of comparisons between Crimson Desert, Breath of the Wild, and Dragon’s Dogma. The inspiration from those two titans of open-world games is clear, as Crimson Desert similarly has a minimalistic approach to everything. There are very few tutorials, requiring you to learn everything through experimentation and practice. The game doesn’t have any immediately available fast travel, instead requiring you to discover fast travel points through exploration. And there’s a heavy focus on puzzle-solving, using your myriad skills.  There are so many different features and mechanics in Crimson Desert that there’s no way I can properly describe everything. This is a game that wants to be everything, the textbook definition of an open-world. You have base building and soldier management as you rebuild the Greymanes. There’s crunchy melee combat that even integrates absurd wrestling moves. Realistic physics and complex Zelda-esque puzzles are scattered throughout the world. One encounters hundreds of little sidequests and contained stories to discover. Uncover dynamic relationship systems where you can bond with animals and NPCs. And there’s even dragon riding.    The number of things to see and do in Crimson Desert is utterly overwhelming. But there’s a real sense of discovery baked into the fabric of the world that’s unbelievably compelling. The quiet moments as I roamed the lands of Pywel were, by far, my favorite. Discovering a sentient tree with a hat I needed to steal for some magical beings. Or stumbling onto a Spirit Knight boss that, when defeated, unlocked a wild new weapon ability that drastically altered my playstyle. It’s these moments of surprise and wonder that make Crimson Desert shine. But outside of that, unfortunately, the game often feels like it’s simply stretched too thin trying to do too many things and not really refining any singular idea.  Take combat, for example. The game’s action combat initially feels frenetic and intense, in line with a straight-up action game, getting drastically more interesting in the late-game when you’ve unlocked a wide array of skills. But before you reach that point where everything’s unlocked, it’s surprisingly tedious. Each enemy you kill typically has a short execution animation that plays out, something that’s not bothersome against a few enemies, but becomes aggravating when you’re trying to take over an area and fighting off 40 enemies. This makes taking over bases a slog. And while there are a handful of enjoyably challenging boss battles, there are just as many, if not more, that are miserable affairs.  Bosses have huge, wide-reaching attacks and very short windows for when you can cause damage, compounded by small arenas that plaster a big “return to the battle area” warning if you stray an inch or two in the wrong direction. Crimson Desert really wants you to explore and find Abyss artifacts to upgrade Kliff’s stats and buy new combat abilities, as well as gather resources through mining, woodcutting, and more. And if you aren’t upgrading everything accordingly, you’ll get easily beaten into the ground by bosses, but without a tangible stat or levelling system, it’s hard to tell if you’re actually prepared enough for a given mission or boss.  I can confidently say Crimson Desert has some of the most nauseatingly frustrating boss battles I’ve ever encountered, except for the handful that bizarrely can be beaten immediately with very specific gimmicks. The more abilities you unlock, the messier combat can get, too, as you have over a dozen different button presses to keep track of for specific attacks.  Then there’s the healing system, as the only way Kliff can heal is with food in his inventory, or meals you’ve cooked at bonfires. But bosses make you blow through your food items, meaning you’re constantly on the hunt for new food, spending hours gathering items and cooking them up. And therein lies the crux of my major issue with Crimson Desert – how much of the game feels like it’s simply wasting your time. It’s a game I played for 100 hours that probably should have been more like 50 to 60. That’s largely because, like with the cooking, nearly every facet of the game feels intentionally designed to drag things out in a way that’s not enjoyable in the slightest. I appreciate the emphasis on exploration, but that lack of easy fast travel gets truly aggravating when you’re spending 20 to 30 minutes riding between quests. Locations where you solve puzzles to unveil Abyss artifacts can also be used as fast travel, but only if they’ve been solved. This means if you can’t figure out a puzzle and need to come back later, you won’t get a fast travel point.    Similarly, if you want to upgrade your gear, you need to spend time grinding out materials, cutting down trees, hunting for ore, etc. Even the very design of quests feels needlessly drawn out. For example, early in the game, you take a quest to learn how to dye clothes, following an ally to the shop, and then learning that they moved the cauldron you need to the city. You go to the city and use the cauldron, but then have to travel all the way back to the shop to use the dye. A quest that could have quickly been over in a matter of minutes ended up taking me 15, and that’s not an isolated incident – as that kind of design is spread across the entire game. I might not have as much of a problem with it if there were an interesting narrative component, but as I said earlier, there’s nothing truly compelling happening with most of the game’s storytelling. Most of these sidequests you're doing for the tangible items and equipment, or the reward of adding another inventory slot. The limited inventory and management are other issues you constantly have to grapple with, like making frequent trips to towns or camps to unload items. These little frustrations and issues with Crimson Desert quickly start to pile on and add up into something that becomes aggravating. Crimson Desert’s true problem is that it’s simply overdesigned – there are too many moving pieces. Even as in-depth as I’ve gone, there’s still a half-dozen systems I haven’t touched on, like trading and banking. And perhaps most crucially of all, not all of that is fun. I adored running around Pywel and poking my head in ancient ruins, but that enjoyment was constantly brought to a grinding halt by an oppressive boss battle that took me two hours, an inscrutable puzzle with a solution that required an ability I didn’t yet have, or wonky controls that would send me careening off the side of a cliff to my doom, forcing a respawn. And while I didn’t find Crimson Desert to be an overly buggy experience, especially for a game this size, I did have five hard crashes in my time and a handful of bugs, like my wagon getting completely stuck in a building, forcing me to go back to camp and pick the option to retrieve it, then do the mission all over again.  I wish Crimson Desert had stripped away some of its superfluous systems, simplified the combat, and really honed in on exploration and puzzle-solving. The quiet moments atop mountain peaks and wandering through bustling city streets, with the little stories therein, are truly something special. However, the game’s lack of a meaningful main narrative and overreliance on padding things out undoubtedly hurt it.  But, more than anything, there’s a foundation with Crimson Desert that I hope can be built upon, and considering this is Pearl Abyss’s first single-player game, I wonder how much of this can be chalked up to growing pains. The studio clearly took liberal inspiration from other games, but I hope that there can be something more looking toward the future. Crimson Desert has something special buried beneath its surface, if all those unneeded layers can be cut out. Score: 7 About Game Informer's review system
Game Informer ReviewsMar 18
Project Hail Mary Review
Project Hail Mary ReviewReview: Project Hail Mary is a rollicking sci-fi blockbuster celebrating how much we can accomplish when we work together… and how much meet-cute mileage you can get out of watching Ryan Gosling befriend a rock alien for two and a half hours.
IGN PC ReviewsMar 17
Review: Ratcheteer DX Calls Back to Classic Legend of Zelda Action
Review: Ratcheteer DX Calls Back to Classic Legend of Zelda Action Back when Panic’s Playdate handheld launched, Ratcheteer ended up being one of its launch window games . Now under four years later, this little The Legend of Zelda like title is back as Ratcheteer DX . It’s still a solid game, just more accessible to a wider audience, and the new design choices ensure it still pays tribute to those early Game Boy and Game Boy Color action-RPGs.  Ratcheteer DX takes place in a world in which people live in colonies, and our avatar is a rookie who helps maintain the machines for it. However, something’s tampering with the mechanisms keeping people safe and alive. When you set off to perform maintenance and keep the power going, you find that there could be issues in other areas related to survival components like water treatment. You end up going around the colony, fixing issues, dealing with hostile creatures, and saving the day after heading off to restore power and rescue an abducted mentor. While this is a Game Boy Color style adventure, some of the story elements can get surprisingly deep when it comes to personal ideologies and the current climate. https://www.youtube.com/watch?v=laq3IrWbsVE Replace Link’s sword with a large mechanic’s wrench, and you’ll have no trouble figuring out how to succeed in The Legend of Zelda like Ratcheteer DX . Our protagonist visits different towns and “dungeons” like a power plant, water treatment plant, cryo colony, and greenhouse to deal with hostile beings infesting them. There are light puzzles that can involve moving blocks, turning gears to make paths with a wrench, using light to trigger switches, or a drill shield to break walls. Swinging the wrench is enough to clear out some movement-hampering debris and enemies, and it’s also possible to do a charged spin attack. Unlike Link, we’re able to jump around right away, which adds platforming elements immediately. But the progression is very similar to Nintendo’s titles in that we reach an area, talk with people and read books for lore and insight into what to do next, explore dungeons, and get keys that allow us to pass through locked doors and reach the boss’ room. It’s all handled pretty well. As you’d expect from this sort of game, each dungeon area tends to possess its own theme and gimmick, which usually ties into an ability we find at or near there. For example, the Cryo Colony features a lot of gushing water from pipes, which can be used gain momentum to an area or be blocked with the Drill Shield, and said drill is also used to gain access to new areas via breaking walls. Since the game is also pretty short and can be cleared in around four hours, it also doesn’t wear out its welcome or get repetitive. That said, I do think some gameplay elements work better than others, and the Cryo Colony and its water spouts ended up being one of the more frustrating moments during my playthrough. Image via Shaun Inman As for the new additions, Ratcheteer DX looks great! The Game Boy Color aesthetic suits it well. The color choices Shaun Inman went with are perfect and suit different areas and situations. I do think it looked more impressive as a monochromatic Playdate game. The updated soundtrack is also great and sounded very rich and clear on the Switch.  Ratcheteer felt really impressive when it debuted on the Playdate, and the DX version is just as enjoyable on the Switch. I do think it felt a little more special when bound to the limitations of Panic’s handheld. It still looks and runs quite well, and this short, top-down action-RPG can be a pleasant way to enjoy an afternoon. Ratcheteer DX is available on the Switch and PC, and the original game is on the Playdate.  The post Review: Ratcheteer DX Calls Back to Classic Legend of Zelda Action appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 17
Review: Planet of Lana II Builds on the Original Game
Review: Planet of Lana II Builds on the Original Game The first Planet of Lana game felt like a desperate race to survive, thrive, and free loved ones. It ended up being an incredibly tense, short situation that focused on things like puzzles and stealth, even though situations could get quite heated and quick-time events appeared. It also left some mysteries unsolved and a situation in which the people on the planet suddenly had access to new technologies and robot assistance. While billed as a standalone sequel, Planet of Lana II builds on the premise in every way, while also leaving room for the future. Editor’s Note: There will be Planet of Lana spoilers in the next paragraph. Even though Wishfully mentioned Planet of Lana II is a standalone game and it begins with a full retrospective of everything that happened in the first installment, I feel like actually going through the first experience is important. Yes, there’s a full summary. But the brief introduction lacks the same punch. I felt it didn’t make clear the twist that everyone on the planet is descended from people from a colony ship the “invading” alien robots worked on, and the altercation came from them attempting to follow their original programming. I think someone coming to this without that experience might not be as connected to Lana and Mui’s story.  Anyways, as a result of the events of the first game, all of the people now live alongside robots and are beginning to use of the alien-to-them technology from the original. However, that means some aren’t using it peacefully or appropriately, which is causing societal issues. Lana herself is more driven to figure out more of the truth of her people’s past, especially after seeing certain elements on ships. There’s also the question of background for Mui, her companion, and other characters. Plus, as an additional driving force, Lana needs to find a cure for an ailing child. Which prompts her to set out on another adventure for answers. https://www.youtube.com/watch?v=CVygKJjRaTs Artistically and narratively, Wishfully handled Planet of Lana II so well. The game is still quite gorgeous. Even though we are seeing some places depicted in the original, the design, lighting, and other visual enhancements make it all somehow look even more beautiful. It looks (and runs) especially well on the Switch 2 and is quite vivid. There’s also a conscious design decision for there to be an original language used, so we need to infer what some interactions and elements mean. While there are occasional subtitles to help set up certain plot points, it’s a choice that works because the developer is constantly showing us what we need to know through character actions and environmental storytelling. I also found the brief Mui’s Journey segments, in which we control that character and gain additional insights into their experiences, are very insightful and well-executed. In terms of gameplay, Planet of Lana II works a lot like the original game. While this is an action adventure, it tends to rely more on thoughtful puzzle-solving than skill-based platforming. That isn’t to say there’s none. This time around, Lana is able to do things like wall-jump and slide to reach certain areas. Stealth is also still used, since Lana and Mui aren’t attacking. Meanwhile, as in the original, puzzles can involve things like pulling boxes to places, flipping switches, managing Mui and having them work with and even sacrifice other animals, and hacking robots. Since Lana doesn’t directly attack, other approaches are necessary to handle foes and make what might have been a boss fight in another game into a puzzle here. Images via Wishfully One thing I did notice when going through Planet of Lana II is because it is a more methodical type of adventure, it can take time adjusting to the controls. Things do move very smoothly and it is easy to execute actions. However, knowing where hitboxes are for potential hazards or what cover will actually, well, cover, can take some time to work out. The first chapter feels like a learning experience for this. Also, since the game itself is pretty short and takes about five hours, it usually doesn’t get too exacting until about the fifth chapter. So by the time you do get to the more demanding seventh chapter, you’re prepared.  Planet of Lana II is quite a successful sequel that builds on the original in pretty much every way. Wishfully also tells its story in a fascinating way that still leaves every intention and action crystal clear. It might take some time to adjust to inputs, but it’s a brief adventure with interesting puzzles and a promising cliffhanger. Planet of Lana II is available on the Switch, Switch 2, PS4, PS5, Xbox One, Xbox Series X, and PC .  The post Review: Planet of Lana II Builds on the Original Game appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 16
Slay the Spire 2 Early Access Review
Slay the Spire 2 Early Access ReviewA sequel that's not too ambitious but just as enthralling.
IGN PC ReviewsMar 13