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: Raccoin: Coin Pusher Roguelike Relies Heavily on RNG
Review: Raccoin: Coin Pusher Roguelike Relies Heavily on RNG A key element of a roguelike game is knowing that even though it might seem impossible when you first start, you’ll be getting closer to an opportunity to succeed with each run. Maybe it is because you’re learning how to approach certain bosses and build with them in mind. Perhaps it is due to unlocks earned by making more progress. It could come down to pattern recognition and skill. While Raccoin: Coin Pusher Roguelike does fall into the genre, the fact that it relies so heavily on RNG means that it’s more of a dopamine-hit novelty than a more serious challenge.  The concept behind Raccoin: Coin Pusher Roguelike is a simple one. You are presented with a coin pusher in an arcade. You can choose whether a coin shoots out the left or right ramp onto the top level by pressing a trigger, with 20 coins to start. You can also buy an (upgradeable) clip to hold single-use special coins that feature a special effect or spend money on Chips that add a permanent effect or Prizes that act as a single-used effect when deployed. As you go through more runs and hit milestones, you’ll unlock things like new characters with unique effects, stickers that can change coin properties when they slide over them, and keychains that can do things like net you an extra change, replicate prize and makes things cheaper in the shop.  https://www.youtube.com/watch?v=3fGzU2pCYSg If you’re familiar with coin pushers, this is a lot like it. You keep an eye on where high value coins or items you want in the pusher are, then deploy the 20-at-a-time in your pocket to push them down to meet increasing goals in each round. So much of it is left to chance and physics. Yes, if you time it out and get accustomed to the triggers, you can send out coins at the right time to get positioning in such a way that you hit certain spots. There are absolutely ways to exploit the multiplier function to ensure spins so you can get more Prizes in balls dropped on the lower tier of the machine. But at the same time, the nature of it means you can just… have a bad run. Especially if you get Bad Coins on the field and the necessary special coins aren’t appearing in the shop for you to zap them out of existence and remove their penalties in the process.  This isn’t to say Raccoin: Coin Pusher Roguelike isn’t fun. It can absolutely be a dopamine fix. If things are going right, it will be a good time. It’s very silly, and the fact that it isn’t serious with dire stakes means you can spend 30 minutes or so tossing coins in and enjoying seeing numbers go up. But the fact that it is so RNG-related means the overall experience can feel very uneven. You can sail through using certain characters like the Biologist, Manager, and Mystic, or you might end up with a handful of runs that won’t get past a certain point because it will be dependent on ensuring you get certain types of coins on the field. Image via Doraccoon Another thing about Raccoin: Coin Pusher Roguelike is that as I play, I can think up ways in which I’d enjoy it more. It is a deck-builder, but the single-use nature of that makes it difficult to build it up sometimes. Getting the special coins I used back after they are deployed, then pushed out of the machine, would be a fantastic option. Coins not being single-use would allow the “deck” you build to matter, instead of relying on coins to remain in the machine between rounds. Telegraphing of nuisance coin types would allow for a sense of strategy. Once you hit a wall in a run, it’s very clear that there is no way you will win, but you have to exhaust everything before you get that chance to let it end. I also would have liked if the coins you get to drop might’ve been added to the amount you could fire out in some way, just like in real-life, so we could “reinvest.”  How much you enjoy Raccoin: Coin Pusher Roguelike will depend on how you feel about luck determining the course of every run instead of skill. It is a roguelike, but the influence of RNG in so many ways can make it feel like it’s all up to chance instead. Because even though you are gradually unlocking new characters, coins, prizes, and such via hitting milestones, the very nature of it means that builds might end up feeling meaningless unless factors outside of your control align. It will still be fun, but it means accepting how little influence you can exert over each run.  Raccoin is available for PCs.  The post Review: Raccoin: Coin Pusher Roguelike Relies Heavily on RNG appeared first on Siliconera .
Reviews Articles and News - SiliconeraApr 10
Review: Arcadia Fallen II Is a Relevant and Magical Visual Novel
Review: Arcadia Fallen II Is a Relevant and Magical Visual Novel In the original Arcadia Fallen, Galdra Studiosexplored the consequences of an alchemist and spirit being joined together, dealing with political turmoil and demonic influences in a town that’s growing into a more threatening danger. One of the things it did best was tell a story while allowing the player to be themselves. Arcadia Fallen II continues that tradition with a new story in the world dealing with more magical elements and even more political strife. Thanks to a number of elements, including a cast of well-written characters and a narrative that might hit harder due to current real-world events, it feels like an even more poignant and successful sequel. After deciding what our character looks like, via choosing body type, pronouns, magical specialization, and hair/skin/outfit colors, we watch as they head to Seven Winds Academy in a carriage with fellow students Nina and Soren to begin training to become mages. They make a promise to support each other as friends. Fast forward to their senior year, and that seems true! However, things seem extra strict at the academy this year. There’s pressure to make the tests harder than usual, and students are desperate to not fall behind. After falling asleep in a class and getting assigned to an Illusionists division storage closet cleanup with Nature Mage (and returning Arcadia Fallen character) Kim and Tinkerer Puk, all three find themselves in a pocket dimension that’s home to a small dragon named Ragnar. In exchange for helping him retrieve an important item, he’ll help them teleport to a professor’s office. However, it’s only the start of a trio that will grow to a group destined to potentially start a movement. If this seems similar to other sorts of wizarding school settings, I will note there are some elements in common, but it feels unique. There’s a lot of world-building here, which comes together well. Arcadia Fallen II’ s students are pulled away from their families at a young age and sent to study in the hopes of becoming an Illusionist, Mender, Nature mage, or Tinker. Their performance, in terms of grades, determines where they’ll be assigned to live and work upon graduation, with ever-changing marks on their wrists as a constant reminder of how they’re doing. The danger comes from getting a low-grade, thus being forced into assignments in areas that may be prejudiced against them or remote, or even worse billed a failed Dropout who is sent to a Productivity facility and never heard from again. It makes the stakes seem high, while also establishing the setting and providing plausible excuses for our avatar and their allies to get into an alliance with an unknown dragon.  https://www.youtube.com/watch?v=YoprL3Ua1-U It’s also handled well in that you can jump into Arcadia Fallen II without playing the original game. You will benefit from references to past characters, situations, and lore if you did experience the original. (For example, Kim is one of the familiar faces, and we see how some past choices shaped certain events.) However, this is a fully stand-alone experience. If you do want to influence certain elements of the story, when starting a new run you can toggle certain important choices and references to major events from that installment to affect certain backgrounds here. As someone who did play both , I appreciated the way in which you can shape this entry if you wish.  In terms of how the narrative is told, Arcadia Fallen II feels a lot like the first game. Since there are “no wrong answers” for many of the portions, it can almost feel like a kinetic novel in that you’re going to see the same plot beats and story elements regardless of what selection you make. It’s only certain major decisions and “romance” decisions that alter the course of certain elements and determine certain results. For example, you’re always going to end up assisting Ragnar with his task and get his assistance regarding a test one teacher will be giving. But there will be points where when, say, you get an opportunity to try and convince someone to help, there will be a dial in the center that lets you decisively set the course to one of two options. This does allow more freedom to play as a character who is more like yourself, but also means things will feel relatively similar regardless of your decisions until you hit a certain mark.   I do feel like the puzzle minigame tied to progression feels a lot stronger and more interesting here than Arcadia Fallen ’s minigame. At certain points, you’ll need to use Ragnar’s chaotic magic ability to teleport to certain areas. This means going through a tile-turning puzzle to connect two points. As you get further into it, there may be “gossip” points you can optionally connect to for further insights into characters around you and future dialogue responses and opportunities to slot in “allies” in blank spots to ensure you can make a connection. It’s not terribly difficult, but does add an opportunity to think things through in a way I appreciate.  Images via Galdra Studios Likewise, that gossip system and the element of returning items Ragnar stole to add to his horde to build up knowledge of the academy and people in it is a positive. It helps flesh out the world and make it feel more real. The only downside to this is that in these downtime breaks between continuing the main story and exploring areas to speak with people in different spots, there can be optional conversations between characters. Since the highlights for icons in the map UI is a bit of a subtle spotlight and the text boxes with these optional conversations come up and block the lower part of the screen, there were a few times when I clicked hoping to advance the text, but instead found myself taken to an area.  Where I think Arcadia Fallen II really stands out is the way in which the narrative seems to call upon real-world political situations and elements that fit in with established lore from the first game to draw parallels and allow for commentary on situations. The discrimination against mages is a fantastic example. So is certain government officials who are prejudiced against them, and react to that in an even more toxic manner by bringing in police-like forces to enforce order and attempt to play with elements they don’t understand in the name of power. Playing through Arcadia Fallen II and being able to take tangible action felt empowering compared to comparable situations when it can almost feel like we can do nothing but speak out. Ragnar’s abilities also mean we get chances to eavesdrop and see different sides of conversations.  It also feels like the cast of Arcadia Fallen II is stronger both in terms of general character design and the overall narrative. While there are some clear villains here, Galdra Studios does an amazing job of sharing different perspectives and crafting a cast that feels like complex individuals. People who come across as antagonistic are dealing with their own issues and can be kind. Those who are good might be willing to use underhanded methods. Suspicious doesn’t necessarily mean nefarious. The fact that we get the option to spend time with people between story-based segments and hear brief asides when on the map means folks feel more fleshed out. And when certain “decisive” decisions come up, they’re framed in a way that we can sort of see how it might shape that person’s future. The voice acting is also quite strong as well. https://www.youtube.com/watch?v=Xlh4cIh_I08 That said, there are some elements to Arcadia Fallen II that feel a bit finicky. The UI for moving about the academy isn’t great at making the highlights really stand out so you can see what’s selected. There’s no way to advance text in the map conversations. We get the option to collect “cats” we see around the academy by highlighting them to save their information in the menu, but it’s never quite explained how and I only got one in a hallway by random clicking. The companions menu is a bit odd in who it suggests and shows as possible allies, as it will list certain people who really aren’t on your team there and not mention others who should be given their role in the story. (I’m talking about Soren and Nina, since we’ve known them since the beginning.) It’s also a bit of a short visual novel, though given the replay value I can imagine someone going through a second time to see how different major responses play out. Arcadia Fallen II feels like it tells a stronger story than its predecessor, and it’s one that feels quite relevant. The character development is handled well. Choices feel like they matter, and we can see results of certain actions. However, since this is still a story where there’s no wrong answer, the storyline will mostly follow the same path until later in the tale when those big decisions play out. Given the range of choices you can make, I could see it being with at least playthroughs to get an idea of the different outcomes. Arcadia Fallen II is available on the Switch, PS5, and PC on April 9, 2026. The post Review: Arcadia Fallen II Is a Relevant and Magical Visual Novel appeared first on Siliconera .
Reviews Articles and News - SiliconeraApr 9
The Seven Deadly Sins: Origin Review
The Seven Deadly Sins: Origin ReviewA run-of-the-mill anime fantasy come to life.
IGN PC ReviewsApr 8
This Turn-Based RPG Musical Is Fun But Drags A Bit In Act 3 | People Of Note Review
This Turn-Based RPG Musical Is Fun But Drags A Bit In Act 3 | People Of Note ReviewPeople of Note was clearly made with lots of love, but it is also a deeply silly game. Conflicts are resolved between musicians flinging music at each other, a simple country-wide road trip transforms into a battle to save all of reality, and somehow everyone is convinced that the power of friendship will somehow overcome an ancient eldritch-like power. If I didn't know any better, I'd think this game was an old-school role-playing game. And, to be fair, People of Note shares a lot of parallels with those games. While that means the strengths of those types of games are present in People of Note--notably the music and world design in its case--it also means that some of the shortcomings that can be found in the weaker installments of the genre are present in Iridium Studios' turn-based RPG too. People of Note sees would-be pop star Cadence striving to fulfill her dream of winning a singing competition and getting propelled into fame. Worried that the pop song she's prepared isn't strong enough to sway the judges, she sets out through the land of Note in search of people who can add to her song. Her journey takes her to a desert where everyone is all about different kinds of rock music, a futuristic metropolis blanketed in perpetual night and inhabited by EDM-obsessed disc jockeys, a block-shaped party city that's all about rap and hip hop, and so much more. And all the while, repeated references to an event known as the Harmonic Convergence steel you for what will eventually be a sharp tonal shift away from road-trip comedy to dramatic high fantasy. Your enjoyment of this story is really going to come down to how much you like puns and pop culture references--People of Note's humor is not unlike Borderlands 2 or Saints Row IV. The game rides the line between funny and corny well enough for me, save for one moment in the third act that made me cringe so hard, I contemplated simply not playing any more of the game that day. But I also enjoy games like Borderlands and Saints Row. If you're not a fan of the idea of a story that takes every single conceivable musical term and crafts a whole high-fantasy society and plotline with said terms, People of Note is probably going to grate. Continue Reading at GameSpot
GameSpot - Game ReviewsApr 7
Life is Strange: Reunion Review
Life is Strange: Reunion Review
IGN PC ReviewsApr 6
Review: Easy Delivery Co Pairs Dredge and PS1 Vibes
Review: Easy Delivery Co Pairs Dredge and PS1 Vibes There’s an endeavor as of late to pair unsettling themes suited to horror games with cozy kinds of gameplay. It happened with the fishing game Dredge and NIS America is getting in on the idea with the farming horror game Village in the Shade . Easy Delivery Co offers that same sort of experience exactly, as the actual purpose and concept is a cozy kind of delivery game with cute animal characters, but in an unsettling, PS1-style world reminiscent of Twin Peaks or Silent Hill . Scary? Not really. Relaxing? Definitely. Especially if you use Easy Delivery Co as a way to relax for a bit between other games on the Switch.  Things begin with us accepting a job at EasyCo as the newest delivery driver servicing the Upton, Weston, and Easton area, eventually unlocking access to new routes and assignments by upgrading your kei truck so you could head to Clifton, Damton, Lopton, Munton, Smalton, and Winton. As you visit people on assignments and start to explore the world, a story starts to become clear and some unusual and unexpected things will happen. For the sake of avoiding spoilers, I won’t mention anything, but as you upgrade your vehicle and reach more people, you’ll eventually get to do more to influence their lives. https://www.youtube.com/watch?v=NFAwjLTi07k The gameplay loop in Easy Delivery Co is relatively simple. You’ll take on a local job, which will send you on some sort of delivery. Since this is based on older PS1 style games, you won’t have detailed, on-screen notifications telling you where to go or initially complete maps. You’ll need to do some learning by doing and paying attention to instructions in the initial assignments. A spoiler-free, early example is being tasked with an Easy Eats pick-up and delivery in Upton, with the instructions mentioning to “find the lit-up storefront.” You’ll always be aware of the time of day, temperature, amount of gas you have, and money you earned, with money going toward gas, drinks to get energy or stay warm, and such. After opening the back of your truck, placing your delivery in it, and closing the gate, we can take off. Said drinks could also, say, be purchased to give to an NPC to complete a quest.  There is some caution that needs to be applied, as there are some physics elements at play. Packages can fall off as you drive (though it is possible to get duct tape to secure them and its fine if stuff falls.) Likewise, that momentum could help you find “shortcuts” by perhaps going off-road a bit or engaging in some risky driving to get to places faster. It’s relatively simple and uncomplicated, so you can play around with what you’re doing and how you get places if you have enough money to afford the gas for it.  This means it can be a bit tedious. After all, you’re driving in a cold, grey, snowy, rural area, with what sometimes feels like too little money to get by, and you need to constantly manage things like gas to meet goals. There are also some optional activities to take into account for a little diversity. You can find bunkers around areas, turning on radio towers. It’s also possible to fish so you can cook a meal. There are also certain actions you can undertake for different endings. But basically, you’re driving to different areas, keeping track of places via memory and a rudimentary map, and managing the income you acquire to ensure you can afford things like a lighter and gas to keep making meaningful progress. Since it is a very simple game, the real selling point here is taking time to leisurely relaxing, complete goals, and gradually figure out what’s happening. But that does mean it might not be for everyone due to the simplicity and design choices. Images via Oro Interactive What I did appreciate is that there are some additional comfort and display options I didn’t expect in the Easy Delivery Co options menu. One lets you adjust the steering, to get it to your liking. The other leans into the embracing of the PS1 design direction by allowing you to set the CRT effect to your liking or omit it completely. Given the approach, the CRT look is handled very well and I think is worth enabling to some degree just to continue to cultivate the proper atmosphere for it all.  Easy Delivery Co might not be for everyone, but it can be a surprisingly soothing and occasionally unsettling driving delivery diversion. It can be a very tedious game, for sure. And the way the story is told might not hook everyone. But some folks might find it relaxing, and the design choices are handled well. If it clicks with you, I bet you’ll spend a good week with it. Easy Delivery Co is available for the Switch, PS5, Xbox Series X, and PC.  The post Review: Easy Delivery Co Pairs Dredge and PS1 Vibes appeared first on Siliconera .
Reviews Articles and News - SiliconeraApr 5
Review: Bubblegum Galaxy Features a Fantastic Aesthetic
Review: Bubblegum Galaxy Features a Fantastic Aesthetic There are some games where, after I play them, I find I remember more about the ambiance and aesthetic than the actual gameplay. This isn’t to say the there’s no challenge to it or it isn’t fun. Just that everything else about the experience is what made it more memorable. That’s how I feel about Bubblegum Galaxy , a puzzle game about rebuilding planets that celebrates the same sort of mindset as Keita Takahashi games like Katamari Damacy . Sure, I had fun matching tiles, it was even better talking with coworkers and appreciating the PS2 and 90s design choices. Haco is a new intern at the company Bubblegum Galaxy, which creates planets in the universe. While training with Magda and seeing how the software works, something goes terribly wrong. A fatal exception occurs, the memory core gets corrupted, and the galaxy is deleted. NO GALAXY FOUND. You’re immediately taken to your sad little intern desk in an empty corner of the office, where everyone is panicking and a coworker named Penti is blaming you for everything. Though Bubblegum Galaxy claims their proprietary technology keeps that from happening, the galaxy server is now empty. The only thing left to do is to rebuild by putting together new planets by matching tiles and meeting requirements in levels, while taking breaks between to chat with folks and figure out what happened. https://www.youtube.com/watch?v=17VMtYdoeqk Bubblegum Galaxy looks amazing, and when I compared it to Keita Takahashi’s works like Katamari Damacy, Wattam, and To a T , I wasn’t kidding. All the characters look whimsical, with lead Paco being a cat person whose head also resembles a house. Penti, a coworker who starts out a bit on-edge and mean to Paco, has a virtual pet-style head. Everything is polygonal, bright, colorful, and whimsical. The offices are floating in space. Sometimes, the text boxes feature rainbow or moving fonts to emphasize tone. There’s a cosmetic collection and customization element if you gather extra currency from continuing to play planet challenges. I love it. I love every part. Especially since we’re encouraged to take in the ambiance. During our training, Magda tells us breaks are important. Of course, she also mentions under her breath that they can’t have the intern burning out. It’s possible to befriend people around the office. (Though some folks, like Rora, are sadly not an option.) We can give gifts, and I loved the dialogue. There’s even some binary in there that you can translate, if you want to take the time. At the same time, while it is very lighthearted and often silly, there can be somewhat sharp commentary too. It’s just lovely. Screenshots by Siliconera The actual planet-building is fine too. We go through stages in Star Systems to create planets there, taking on quests for each one and attempting to earn high scores and meet objectives. There’s a matching element to it, as you try to turn, align, and place pieces to basically ensure combos with each move and earn points. There are special skills you can use to help with getting new tiles or perhaps undo one you placed. And each Star System tends to have its own themes to it, which can change up how you think about placing and matching tiles. I also appreciated that you can opt to keep playing after completing your objectives and end early or keep going. It feels somewhat similar to games like Dorfromantik and Pan'orama . Everything is also very clear and visually distinct. But while that part of Bubblegum Galaxy is fine, I find myself more drawn to and captivated by the other elements. Making the new planets is neat! Especially since we get to see how the finished result would look when they’re done. (Sort of like when we’d finish a Katamari Damacy task and learn the name based on what we rolled up!) It’s very relaxed and low-pressure, since you can take as much time as you need. I enjoyed it. I just enjoyed the time spent not doing that even more. The characters and world Smarto Club created is that enchanting. Images via Smarto Club Bubblegum Galaxy is a bright delight of a game with a distinct design direction and captivating storyline. The characters all look fantastic. There’s a fun script, complete with some positive messages. I relished getting to explore the office and take in the character and environmental models. The actual tile-based planet-building is pleasant enough too, though I didn’t find it as challenging or memorable as contemporaries like Dorfromantik. It’s a solid and relaxed puzzle experience that can feel quite cozy. Bubblegum Galaxy is now on the Switch, PS4, PS5, Xbox Series X, and PC.  The post Review: Bubblegum Galaxy Features a Fantastic Aesthetic appeared first on Siliconera .
Reviews Articles and News - SiliconeraApr 4
Review: Homura: The Crimson Warriors Is Another IFI Historical Otome
Review: Homura: The Crimson Warriors Is Another IFI Historical Otome Idea Factory and Otomate are pretty great about releasing different types of otome visual novels that cover various themes, and they’re well known for their historical ones. I mean, they’re responsible for titles like Birushana and Hakuoki . Players who adore otome games with historical elements and combat will find Homura: The Crimson Warriors offers exactly what they’re looking for with Sengoku period romances. Those in search of a more comedic or romantic routes might want to go for something like Cupid Parasite or My Next Life as a Villainess . As I mentioned earlier, this is a Sengoku era game, which takes place after the Battle of Sekigahara. Following the deaths of Masayuki Sanada and Rokuro Mochizuki, those who supported them suffer a major setback. Rokuro’s daughter Mutsumi inherited his gift of reading the ring of energy and essence of the living (and dead) and trained as a ninja under Hakuunsai Tozawa, hoping to one day be of use to the exiled Nobushige (Yukimura) Sanada. After being sent by her master to assist Nobushige and his allies in their continued support of the Toyotomi, she finds a chance to be useful and perhaps fall in love with him or one of his allies as they prepare to face the Tokugawa shogunate and Ura Yagyu. However, that also means facing the unnatural Onibi Warriors.   https://www.youtube.com/watch?v=Z8AkaDItKhQ Remember how I said Homura: The Crimson Warriors is probably a game for folks who liked otome like Hakuoki earlier? Well, I’m guessing you see why now. Historical setting. Love interests based on real people like Juzo Kakei, Kamanosuke Yuri, Saizo Kirigaku, Sasuke Sarutobi, and Yukimura Sanada. Supernatural elements. Replace the Furies/Rasetsu with Onibi. Lots of focus on the conflict. It can feel very similar. That means if you enjoy these types of romantic visual novels that do pay attention to historical elements and weave them in with some fantasy elements, you are in for a treat. Especially since there is the Ring energy to see and take into account when making choices.  Don’t take that to mean it feels like it is retreading old ground. Homura: The Crimson Warriors does feel unique. Its characters don’t feel like they’re copying the Shinsengumi from Hakuoki . It’s just a similar sort of style and approach. Images via Idea Factory International It also means that the more historical and dramatic elements can take precedence over actual relationship development sometimes and in some routes. It can be romantic for sure, and there are some paths where you can really see relationships develop well. (Specifically, I liked the Saizo and Kamanosuke ones best, though the Nobushige one is pretty good as long as the age gap doesn’t bother you too.) I never felt like the romance came out of nowhere when it came to any of the love interests. Just expect a lot to happen that involves current conflicts in that time period. Especially when you get to Nobushige, which does feel like the “main” route and one you should play last.  I will say that after playing an Idea Factory and Otomate otome game that lacked quality of life features recently, it’s great to come back to one that does have them with Homura: The Crimson Warriors . There is a glossary, which is a godsend given all the historical references and terms that come up as you play. It’s very helpful and, since my Sengoku knowledge did come from other video games, I did make use of it. The ninja scroll chapter summaries are handy too. I didn’t need that, since I went through three routes in a row basically. However, I could see that being handy if you return to play another storyline after stepping away for a bit. There is a love catch system available too. Again, another always handy option to see if you’re making progress with the right person.  Images via Idea Factory International Homura: The Crimson Warriors is also a very pretty otome game, and the artistic direction does bring to mind Hakuoki and Birushana again. The fact that there are also alternate costumes for character for some portraits is a nice touch as well. The voice acting is fantastic. Also, it feels like a solid localization too. Homura: The Crimson Warriors feels like an otome game for folks who loved Birushana and Hakuoki . The narrative and themes all follow similar courses. However, it does feel unique and like its own thing even with the whole supernatural enemy, warriors fighting back and rebelling, all while the sole female member of the group ends up being the sort of woman all of them could fall for. It’s a fun story for folks who like a little history and supernatural side to their love stories. Homura: The Crimson Warriors is available for the Nintendo Switch .  The post Review: Homura: The Crimson Warriors Is Another IFI Historical Otome  appeared first on Siliconera .
Reviews Articles and News - SiliconeraApr 3
Life Is Strange: Reunion Review – Rewinding Too Far Backwards
Life Is Strange: Reunion Review – Rewinding Too Far Backwards Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Square Enix Developer: Deck Nine Rating: Mature Life is Strange: Reunion lives up to its name in more ways than one. Players return to Caledon University, the setting of the previous game, Double Exposure, to unravel a new mystery alongside much of that game’s cast. Max Caulfield’s time-rewind powers from the first Life is Strange are back in full force. And, of course, fan-favorite character Chloe Price makes her grand return to the series after over a decade-long absence. Retreading these familiar grounds offers nostalgic fun and some effective emotional beats. However, Max and Chloe’s swan song also lacks the exciting freshness of its predecessor, and its core mystery takes some frustrating missteps. Reunion is a direct follow-up to Double Exposure, taking place nine months later. It's the least newcomer-friendly entry due to how much its events hinge on having played the 2024 adventure and, to a lesser extent, the first Life is Strange. Although Reunion opens with a cinematic recap of Double Exposure’s pivotal moments, character development and characterization of its cast are largely lost. The game doesn’t spend much time re-establishing the snoopy journalist Loretta or the sly and secretive Vinh, and my interactions with these characters were largely colored by knowing how they behaved in Double Exposure. If you haven’t already, I highly recommend playing the last game before embarking on this new journey.   Reunion’s plot centers on Max returning to a Caledon engulfed in a fire that kills her friends and students; she jumps backward in time three days to try to prevent this destruction. I was immediately disappointed with how Reunion quickly walks back a big element of Double Exposure’s shocking finale. Perhaps in an effort to keep newcomers on a similar level of familiarity, a reveal involving the larger cast with huge implications for the future is essentially retconned in an extremely unsatisfying way. It more or less resets most of the cast to where they were before Double Exposure’s ending, making interactions in Reunion overly familiar and devoid of interesting character growth. Reunion's new characters, like the school's villainous new president, don't fare better and are woefully one-dimensional. I was also bummed that the endgame status of one particularly special student is not followed up on in any major way, despite multiple teases. Double Exposure’s final big decision, which also had wild implications, also winds up going nowhere significant and is hardly elaborated on. Those complaints aside, it’s great to hang out with Max and her best friend Moses again. They remain a delight thanks to strong dialogue and even better performances, and this extends to Chloe and other core characters, too. Double Exposure’s reality-hopping shenanigans paved a good excuse to bring Chloe Price into the fold, a character who, depending on how you ended the first Life is Strange, may be coming back from the dead. My biggest fear coming into Reunion was that Chloe would feel shoehorned, and I’m happy to say that’s not the case. The story justifies her presence both logically (as well as multiverse stories can, at least) and thematically, and I enjoyed getting to know an older, more mature version of her character. Chloe still has her signature rebellious streak, but I like how Reunion softens her in the way growing up tends to. Chloe’s supernatural existential crisis offers some poignant moments, and I like how this thread weaves into the similar plight of Max’s frenemy, Safi. But it ultimately takes a backseat to the less intriguing, more convoluted main plot of preventing the school fire. Splitting time playing as Max and Chloe and using their respective talents to interrogate suspects has enjoyable moments, but it is overall less stimulating than Double Exposure’s more engaging reality-shifting puzzles. Rewinding time with Max was never a deep mechanic in the original game, and that remains the case here. It largely boils down to redoing actions or conversations that go awry (sometimes multiple times) until you find the one correct path, with interesting moral dilemmas, such as whether to erase someone’s memory to keep them in the dark, arising less often than I hoped. Chloe, meanwhile, has her backtalking mechanic from Life is Strange: Before the Storm, which I didn’t love then and still don’t now. This involves choosing the correct responses in a row (typically two or three) based on knowledge of events to manipulate characters as you need. Again, it’s fairly shallow, and there are surprisingly few of these sequences given how much time you spend playing as Chloe. The unfortunate downside of Max and Chloe sharing gameplay time is that neither character’s mechanics has enough time to grow in complexity.   Regardless of who you control, you’ll explore familiar locations, like the Caledon school grounds and the Snapping Turtle bar, alongside a couple of new areas to gather and inspect clues to build cases against potential suspects. Your accusations can be wrong, and you can miss helpful items; doing so leads to different outcomes, and I appreciate how this adds real stakes to my sleuthing. However, I didn’t always feel as hands-on with the investigation as I would like. For instance, one crucial clue implicating a character was simply given to me toward the end. I never found this clue myself – it just appeared on the evidence board as if I always had this information – so the resulting revelation feels hollow and unearned. The mystery is a bit messy overall, to the point I lost the thread a couple of times on how or why a character could be involved. It only coalesces towards the finish line into a somewhat satisfying conclusion (the one I got, at least) despite taking a few narrative leaps to get there.   The primary draw of Reunion is seeing Max and Chloe reconnect and make up for lost time. The game delivers on that front; their heartfelt interactions sometimes made me forget the game’s other shortcomings. The manner in which Deck Nine sends these two off into the sunset – again, the version I unlocked  – is truly wonderful. The rest of the package is overwhelmingly familiar to Double Exposure and takes a step backward in some cases. As much as I love Max and Chloe, everything around them seems to fall apart when they come together; Reunion is, sadly, no different.  Score: 6 About Game Informer's review system
Game Informer ReviewsApr 3
Marvel Maximum Collection Review - The Good And Bad Of History
Marvel Maximum Collection Review - The Good And Bad Of History Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, Switch, PC Publisher: Limited Run Games, Konami Developer: Limited Run Games Rating: Everyone 10+ Collecting and celebrating older video games can be a challenging pursuit. Compilations that do so must balance the desire to preserve the original intent and structure of the games presented, while making them palatable and enjoyable to experience today. Marvel Maximum Collection mostly hits the mark, supplying fans a look at some of the most memorable and important comic book games of the ‘80s and ‘90s, and showcasing how Marvel’s position as a pop-culture juggernaut predated terms like the MCU. These are lovingly recreated games from yesteryear, and the inclusion of several quality-of-life features makes them more approachable. But are these games actually good? The answer to that is more complicated. X-Men: The Arcade Game is the undisputed heavyweight here, and it’s great fun. Old-timers will recall the multiple cabinet sizes in which this game would appear, including a massive six-player beast of a machine from which the shouted roars of Colossus would echo to every corner of the arcade. Maximum Collection players get to select which of these versions to play, and also add in friends online for those massive six-player battles. X-Men devoured quarters like few other games of its time, but the vibrant visuals, delightfully yet poorly translated dialogue, and flashy combat were simple and joyous fun. That remains the case today, and I love the chance to share that experience with friends and younger family who might have missed those heady arcade days. Captain America and The Avengers doesn’t hit those same highs; the visuals don’t pop in the same way, the action isn’t as explosive, and the punches just don’t land with the same panache. Even so, it’s fun to see the wealth of comic-book cameos, and it’s amusing as the game bounces to sequences in increasingly outlandish locations like under the sea and deep in space. Like several of the titles in the collection, we also get versions that appeared on multiple platforms. And while I can’t say I like the 2D platforming action of the NES version, it’s certainly great to see it represented. Spider-Man/Venom: Maximum Carnage and Venom/Spider-Man: Separation Anxiety were both satisfying console brawlers in their day. The former feels more impactful overall, with visuals that leap off the screen, and a notably thrilling 16-bit soundtrack. Still, its single-player limitation holds it back from the way most would want to experience a beat ‘em up. Separation Anxiety adds a second player option, but neither the story nor the fights feel quite as visceral.   Spider-Man/X-Men: Arcade’s Revenge was always a strange beast of a game. The webcrawler joins the likes of Gambit and Cyclops in a tour through several strangely crafted levels built by villain Arcade. Wolverine’s run through a level of playful (murderous) toys is an especially amusing concept. Sadly, both the controls and action across the game just don’t hold up all these years later. Everything feels too fiddly, the level designs too arbitrary, and the deaths too cheap. I got a kick of nostalgia remembering my attempts as a kid, but that nostalgia was mostly for the frustration the game always created. Again, it’s the chance to dive into all the versions of the game that is the real draw, including early portable games. With that said, I question why anyone would care to make their way through the Game Boy version just for fun. Silver Surfer rounds out the collection. Some will proclaim this game as exceedingly hard, but really, it’s just not very good. Silver Surfer goes through a series of shooting levels, and constantly spawning enemies immediately kill you and send you back to start again. Here, the extra cheats may be especially worth trying out. With some variation of a god mode on, you can experience the whole game and see all the places you would have died (which will be plentiful) while also getting to experience a truly awesome chiptune musical score, as well as some imaginative destinations across the universe. Cheats like those that will get you through Silver Surfer are generally available across all the games, ensuring you can see what they offer without extreme difficulty, unless that’s what you’re looking for. You also get a quick rewind function and save states, which make everything even more approachable. I also like the display tweaks, which let you see everything in a sharp, modern presentation or, optionally, add CRT and scanline filters for that old-school TV-in-the-basement vibe. A music player and some digital archives are also worthwhile historical additions; in the latter case, it’s mostly instruction manuals and advertisements, so don’t expect too much insight into the original design or development, beyond one cool document exploring the early brainstorming for Maximum Carnage. It’s silly to fault a historical compilation for including games as they originally existed. The Maximum Collection gets just about everything right, but there’s really only one game in the mix that I’d hold up as a true classic of its genre. Beyond X-Men, the experience here is likely for those hunting nostalgia or players with a particularly keen eye for understanding the early days of superhero video games. If that’s the sort of thing that makes your interior Colossus roar, you can expect a solidly good time. Score: 8 About Game Informer's review system
Game Informer ReviewsApr 2