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.
Lenovo LOQ 15 AMD Gen 10 Review
Lenovo LOQ 15 AMD Gen 10 Review
IGN PC ReviewsFeb 6
Review: Mewgenics Is a Strategic Roguelike Gem
Review: Mewgenics Is a Strategic Roguelike Gem The original Mewgenics teaser trailer , which featured that whole catchy theme song about rubbing cats on cats came out 13 years ago in August 2013. 13 years! Frankly, I wondered if it’d be vaporware after that time spent in development hell, even though Edmund McMillen confirmed in 2020 that wheels were in motion. It took time, but Mewgenics is here now and it’s a strategic roguelike gem that I love more than The Binding of Isaac . The final game is so satisfying, and I genuinely think the development team isn’t exaggerating when they say its campaign could last over 200 hours. Mewgenics’ concept is rather simple. You take cats and send them off on grand journeys to different areas where they’ll face all sorts of foes, grow as individuals, and bring back food, equipment, and cash. When they return home, you take the survivors and bring them inside to breed new cats, hopefully passing on helpful mutations and abilities. Or, maybe you send them off to terrible people to do things like upgrade shop stocks, gain bigger houses or storage spaces, or gain access to other perks. As you get stronger generations via encouraging breeding with certain characters, you advance through acts that offer more challenges and fresh horrors.  Like The Binding of Isaac , Mewgenics features a similar sort of tone, and the sense of humor also feels like what you’d expect from past McMillen games. It can get dark! It’ll border on (or go past) what you might consider offensive. (For example, an abused child is one of the shopkeepers you’ll meet not long after the first act begins.) Enemies will be grotesque, and we’ll see foes that are things like fetuses. I feel like if you’re familiar with the developer’s work, you sort of know what to expect. I will say that sometimes it did surprise me in positive ways, such as when I got my first nonbinary cat CoryBob. (They’ll feature a question mark instead of the traditional gender marker.) For the sake of accessibility, there is an option to turn off explicit kitten-making, in case that makes you uncomfortable. But know going in that this title goes places.  https://www.youtube.com/watch?v=s8X4X-WeT5w While the humor will be hit or miss from person to person, I feel like everyone will appreciate and adore the Mewgenics gameplay loop. You start at your home. Each cat can go on a run once, and you can send out a group of four at a time. (Note that while in the midst of an adventure that number could go lower or even higher depending on if you pick up minor minions, strays, and certain abilities.) Once you select four cats you’ll send out, you choose which tags, which represent traditional types of RPG classes, they’ll wear. This will alter their starting stats, passive skill, and shift their default attack.  Once you’re in a run, you’ll move along nodes on a map in a neighborhood, with an option to shift to a harder path in each area for greater challenges and rewards. Each road involves opportunities to experience some random event that likely will be affected by one of your cat’s stats, a chance to get a piece of equipment or item, and shop ahead of enemy encounters, a mid-boss fight, and a boss. Once you hit the end of an area, you’ll get an option to return home and end the run or continue onward. However, if you wipe out, then you’ll only be able to either choose to save the food or money you collected on that journey up until your group’s demise. When you enter an enemy or boss square, you’ll find your team on a square map grid facing off against the foes that make that region their home. Turn order will be represented in the upper right corner. Each of your allies can use a basic attack once (unless there’s a skill that allows you to do so more than once) and move once, and the amount of MP might allow you to also use a skill or two. There’s no undo, so make sure you’re certain when you take action. Each round involves everyone going once. Exhaustion sets in if you stretch things out, which negative affects cats’ performances. Classes like mages, rangers, and thieves will be your ranged units, with mages being your means of getting AOE attacks. Melee ones include ones like fighters and clerics, with the latter being the way you heal in fights without using restorative items. If your characters fall in a fight, the corpse will reflect how many additional hits it could take until it would be gone forever. As long as it doesn’t go below that number, it will revive and return for the next fight. Images via Image via Edmund McMillen and Tyler Glaiel There are so many things about combat that Mewgenics gets right and makes the roguelike strategy game feel satisfying. For example, a ranger character can get active abilities that summon things like Tom Toms or deploy charm traps, and a passive could provide boosts to those summons. A cleric’s passive could provide improved healing when you heal an ally or add a regen effect that also affects allies. A mage could see specific elemental boosts, encouraging you to focus on acquiring spells for that type. These can encourage you to prioritize certain skill acquisitions or actions as you play, perhaps allowing you to go further with a party because of the moveset bonuses. The boss fights in Mewgenics are often awesome as well, and the fact that you can sometimes plan for the mid-bosses or final boss in an area due to knowing who might be the opponents is helpful. One boss in the initial act one alleyways area involves a rat tossing bombs. As long as you take out those bombs before they all explode, you can face the fight barely taking any damage, but that means making sure you’re mobile and have foes with ranged attacks. One sewer major opponent involves a slime that divides up into smaller and smaller slimes as you beat its forms, so makes with AOE attacks or rangers that laid traps can be handy. The downside is once you get into the second act, there can be some really challenging foes, and some of the later bosses could wipe a whole unprepared party. By that point you’ll hopefully have stockpiled and a wide range of cats waiting at home so you can rebuild, but it can really test you. However, there are also a few things that keep Mewgenics from feeling perfect. The in-battle map is one. There are many situations where it can be difficult to see where enemies, items you can pick up, or hazards may be due to positions of other stage elements. Since we can’t rotate or jump to an overhead perspective, it becomes impossible to see. I hate it. Field of vision is also an issue, with some characters like mages being unable to see two spaces in front of them if a fallen corpse is in between them and their new target. Which feels problematic when that opponent is downed or perhaps even quite tiny. Likewise, size can make managing cats in the field or at home a bit troublesome. Images via Image via Edmund McMillen and Tyler Glaiel Once you decide to end a run either by choice or falling in a fight, you return home and can make fresh decisions based on the spoils of war. You can choose which newly acquired equipment you can keep for future runs. Items will get worn after use, so it isn’t like you can keep some things forever. Food will be added to reserves, determining how many days you can go without heading out on a run again. (Each cat needs one food per day.) The stores will restock, giving you a chance to buy things like more food, tags, and furniture to make your home more comfortable and conducive to cat-breeding. Most importantly, you can choose to donate cats and kittens you don’t want or need to the various people around town in the name of larger homes, more storage, more shop stock, and other bonuses that will help you make more progress or perform better, with each of those NPCs having certain types of animals they want. And, once you make your preparations and have a fresh party of four who would be ready for a new run, you head back out again. And, well, you’ll be doing that a lot. Mewgenics ended up being a massive game. There are a lot of classes to eventually unlock. There are more enemy types than I expected, each with optimal ways of managing them. Stage hazards appear, and accounting for certain types of terrain and effects can aid in survival. Loads of equipment comes up, as well as quest items that it’s also quite possible to lose if a run fails. (I hate when that happens.) Plenty of different events can come up at question mark squares. You can find a lot of different pieces of furniture to adjust the stats of your home to make it more conducive to cat breeding or certain behaviors. There’s always a good reason to go on another run. Especially since you need to diversify to pick up more beneficial mutations and discourage inbreeding so you don’t pick up negative traits for a family line. In the time I’ve spent playing Mewgenics , it’s consumed my free time. I’ll think about which cats I want to breed and what kinds of party combinations I’d like to try. I consider how I’ll approach new minibosses and bosses I’ve encountered. I’ll think about how to deal with certain events or which unlocks I should prioritize. It’s the sort of strategic roguelike that encourages fresh approaches and experimentation, and the wealth of opportunities means every run can feel like a new story. Mewgenics will appear on PCs on February 10, 2026.  The post Review: Mewgenics Is a Strategic Roguelike Gem appeared first on Siliconera .
Reviews Articles and News - SiliconeraFeb 6
Mewgenics Review - A Near-Purrfect Roguelite Adventure
Mewgenics Review - A Near-Purrfect Roguelite AdventureAround the 30-hour mark of playing Mewgenics , I found myself in a strange domain deep within the bowels of a cave. My team of cats, armed to the teeth with pistols, serrated blades, bone trinkets, and even a rocket launcher and the Necronomicon, had just defeated a gargantuan zombie boss that kept attacking their home. Each encounter with the zombie behemoth, Guillotina, yielded a quest item that made subsequent runs more difficult. Finally, after the third bout and multiple painstaking attempts, I made it to the end of the zone… or so I thought. To my horror, I realized that I was nowhere close to the end. Worse, the cat that had the quest item equipped had to be sacrificed on an altar made of flesh and veins. Needless to say, the rest of my team did not survive the gauntlet of battles that came afterward. Initially, I felt too demoralized to continue playing. Then, I remembered that I still had a dozen cats back home with lightning spells, magic missiles, lifesteal, and even one with a Hadouken fireball. “All is well,” I told myself. “I’m ready for one more run.” Mewgenics, the brainchild of Edmund McMillen and Tyler Glaiel, the developers of critically-acclaimed games The Binding of Isaac and The End is Nigh, is an incredibly complex roguelite game. Part management sim where you breed cats in a home, and part turn-based tactical RPG where cats battle hordes of enemies, it might just be one of the best games in the genre I've played in recent years, owing to its unparalleled depth. Its whimsical presentation is like a fever dream come to life and each playthrough has you praying to the RNG gods knowing that it's likely a fruitless endeavor. But when the stars align, that's when the magic truly happens and you can shout in triumph… until your next run, that is. Continue Reading at GameSpot
GameSpot - Game ReviewsFeb 6
Mewgenics Review
Mewgenics ReviewMewgenics is a fantastic tactical RPG that's good for more than a hundred hours of roguelike runs. Just when you think you have it figured out it'll throw something completely unexpected and hilariously gross at you – and probably a catchy new original song, too.
IGN PC ReviewsFeb 6
Alienware Aurora 16X Review
Alienware Aurora 16X Review
IGN PC ReviewsFeb 5
Highguard Review - Not Ready For Primetime
Highguard Review - Not Ready For PrimetimeHighguard is a first-of-its-kind "PvP raid shooter" that, unfortunately, showcases why a concept like this has to be perfectly executed for it to work as a standalone game mode. Highguard's developer, Wildlight Entertainment, published this odd MOBA and team-based hero-shooter hybrid. The idea is to bypass the time spent building a base and push towards the final fight at enemy bases, which is the most fun aspect of MOBAs. However, Highguard fails to capture the thrills of either and instead delivers an experience that's more confusing than exciting. Base-raiding isn't a new concept and is built into PvPvE games like 7 Days to Die , Conan Exiles , Rust , and Ark: Survival Evolved . However, their PvP base-raiding element is just a portion of the overall survival crafting gameplay loop and doesn't rely on that one specific objective having to be the most entertaining of all. The fantasy setting for Highguard works really well for depicting battles featuring characters with magical abilities and animals you can ride into battle. Reminiscent of oil paintings, the soft and bright art style is gorgeous and has a specific stylization that makes it stand out from other FPS titles. While it may look good, Highguard, as of now, doesn't play well. In fact, it feels like a beta, and one that's chasing after too many ideas, which in turn makes it difficult to enjoy. Continue Reading at GameSpot
GameSpot - Game ReviewsFeb 4
Nioh 3 Review - Rise Of The Shogun
Nioh 3 Review - Rise Of The ShogunNioh 3 feels like an amalgamation of Team Ninja's work over the past nine years. It's still quintessentially Nioh, but also draws on elements from two of the Japanese studio's most recent games, Wo Long: Fallen Dynasty and Rise of the Ronin, applying and repurposing aspects of them to fit Nioh's distinctive style. The end result is a studio hitting its stride with evident confidence: a team galvanized and inspired after taking time away from the series to explore new ideas before returning in triumphant fashion, lessons learned. Nioh 3 is Team Ninja firing on all cylinders, expanding and refining combat systems that were already sublime, while introducing more exploration and discovery through its shift to a rewarding "open field" design. Nioh has always fallen under the souls-like umbrella; there are bonfire equivalents, "souls" you lose on death, stat-scaling, a punishing difficulty, and level design centered around shortcuts. However, with its fast-paced, stance-switching combat and historical Japanese setting, Nioh pulls more from fighting games and the likes of Ninja Gaiden, Tenchu, and Onimusha than From Software's output, effectively differentiating the series with its own idiosyncratic flavor. Nioh 2 built upon the first game's strong foundations, and now Nioh 3 takes things a step further. It's bigger and better, broader and more complex, yet oddly more approachable than its predecessors--without losing any of its bite. One of Nioh 3's most significant new additions is the introduction of two distinct combat styles: Samurai and Ninja. Each one is essentially its own build, with unique weapons and armor attached, and you can instantly switch between them on the fly to chain combos, poise-break your opponent, and whittle down their health. Samurai is Nioh as you know it, emphasizing deflects; stance-switching; heavier weapons such as katanas, switchglaives, and spears; and the series' signature Ki Pulse, where hitting R1 after attacking will instantly recover some lost stamina. There are new techniques at your disposal, too, such as an Arts Gauge that charges when attacking and guarding against enemy attacks, allowing you to unleash enhanced versions of both strong attacks and Martial Arts (customizable combat maneuvers you can unlock), dealing extra damage without consuming any Ki. Continue Reading at GameSpot
GameSpot - Game ReviewsFeb 4
Nioh 3 Review
Nioh 3 ReviewBest-in-class combat and a triumphant move to an open-world structure.
IGN PC ReviewsFeb 4
Review: Nioh 3 Is Accessible and Ferocious
Review: Nioh 3 Is Accessible and Ferocious I’ve been a fan of the Nioh series since its inception, but I was nervous when Team Ninja said Nioh 3 would involve big changes to a formula that I loved. With this sequel, the developer added open-world elements and completely reworked foundational mechanics. While I enjoyed Rise of the Ronin a lot, its open-world level design and direction aren't exactly what I want out of a Nioh game. Fortunately, any comparisons end there. Nioh 3 takes the essence of the series, fine-tunes all its systems, and builds new and interesting mechanics in ways that feel laser targeted at fans. Nioh 3 puts the player in the role of Takechiyo Tokugawa, the eldest grandchild of Ieyasu Tokugawa, during the early Edo Period. As you are about to be appointed Shogun, your younger brother Kunimatsu betrays you. This sets you on a time-traveling path through different eras of Japan’s history to learn the strength and values needed to become Shogun. Similar to Nioh 2 , it has you play as a defined character , but allows you to fully customize their look. Twofold in this case, as you can completely change how your character looks between its Samurai and Ninja styles, with armor sets also being split. It's a small addition, but a really cool one, especially considering how deep and varied Koei Tecmo’s character creators always are. While the time-traveling element is fun from a historical perspective, I didn’t find Takechiyo’s journey is as compelling as Hide and Tokichiro’s was in Nioh 2 . The interpersonal drama and stakes in the previous game felt more moving to me. Images via Team Ninja Mechanically speaking, Nioh 3 starts in a peculiar manner. By default, Samurai style is incomplete, having only access to medium stance (don’t worry, that gets remedied very fast). On the flipside, Ninja style has access to all its basic mechanics from the get go. I found the first tutorial boss to be exceedingly tricky in Samurai style, until I tried in Ninja style and understood that the game was trying to teach me to appreciate both, and to change accordingly to the situation. In that sense, Nioh 3 is not necessarily an easier game than its predecessors, but it feels more approachable. Compared to previous entries, I didn’t feel like I had to commit to one weapon class, I was encouraged to experiment and swap freely. The name of the game is still all Koei Tecmo’s signature “masocore” challenge, but the new open-field structure, and the division between Samurai and Ninja styles introduces a deep level of choice and flexibility. These open-fields are composed of various regions, each one designed like various traditional Nioh missions, but adjoined and seamless. This means that the way you enter, discover, and approach some regions can be different on a player-by-player base. Oftentimes the game will set you on a linear path, but when you have the freedom to approach missions, it’s an interesting twist. The second region in particular is especially good at doing this with its main objective. Screenshot by Siliconera During my 70 hours with the game, I tried dual swords, odachi, and switchglaive for Samurai, and dual ninja swords, talons, and hatchets for Ninja style. I never ran out of weapon points and in fact had a surplus at all times. Being able to fully respec your character at almost any time is an amazing addition, but feels so necessary in retrospect. I feel like the new Ninja style is going to be divisive among Nioh veterans, depending on your preferred weapons. Nioh 3 is all about tradeoffs and compromises. Almost every mechanic has been reworked and expanded in some way. Ninja weapons don’t have access to stances, but are faster and deal more damage to enemies from the back. This lends Nioh 3 an almost Ninja Gaiden feeling that really clicked with me. In turn, this means that Ninjutsu is now an essential part of your kit. I was never a fan of Ninjutsu in previous games—preferring Onmyo magic—but I loved how it has been implemented here, especially the way you recharge your Ninjutsu by fighting. Meanwhile, Onmyo has been reworked to be attached to yokai Soul Cores. I understand why Team Ninja didn’t make a dedicated Onmyo tree this time around, and I actually appreciate it. Having so many options available doesn’t mean you’re overpowered. I still died a lot, but I feel like Nioh 3 reduces frustration by giving new ways to approach fights. As I played, I took a much more aggressive role in fights, going in to deflect, evade, and position myself in the most advantageous way to unleash combos, Ninjutsu, and magic. Screenshots by Siliconera Team Ninja has leveraged the studio’s years of experience to make Nioh 3 feel the most interesting out of any game in the series. Being accessible doesn’t mean that the game makes compromises with its intended audience. Nioh 3 can also be the studio’s most devilish endeavor. The inclusion of so many options and flexibility, both in combat and exploration, means that frustration is kept at a minimum in a genre known for its challenge, while maintaining the friction necessary for triumph to taste oh so sweet. Nioh 3 will come to PlayStation 5 and PC via Steam on February 6, 2026. The post Review: Nioh 3 Is Accessible and Ferocious appeared first on Siliconera .
Reviews Articles and News - SiliconeraFeb 4
Menace Early Access Review
Menace Early Access ReviewA tactics game that's off to more than a running start, with plenty of fun to be had already.
IGN PC ReviewsFeb 4