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.
Tides Of Tomorrow Review
Tides Of Tomorrow Review
IGN PC ReviewsApr 24
Saros Review - Return Stronger
Saros Review - Return StrongerSaros might be a roguelite, but its definition of a "run" is definitely broader than most. The latest game from developer Housemarque shares plenty of similarities with the studio's previous game, Returnal--both are sci-fi third-person shooters with a bullet-hell tinge--yet Saros takes some bold swings that clearly differentiate the two. By flipping Housemarque's roguelite formula on its head, Saros builds and improves upon its spiritual predecessor in spectacular fashion, seducing you every step of the way with an enthralling marriage of mechanics and story that's not to be missed. You're given very little to go on as Saros begins. On the planet of Carcosa, communication with the colony ships Echelon I, II, and III has been lost. Echelon IV and its emergency crew are sent to investigate. In addition to a pilot, crew commander, and engineer, the team also includes four armed Enforcers for reconnaissance and security purposes. Protagonist Arjun Devraj is one of these Enforcers, though that number has dwindled to two by the time you take control. With thousands of colonists missing, members of the emergency crew losing their minds, and Arjun able to come back from the dead, you're just as lost as the characters are when it comes to figuring out just what the hell is going on. What you do know is that the Echelon program was sent to Carcosa by the Soltari corporation due to the presence of Lucenite, a compound with vast energy potential. Soltari is essentially Alien's Weyland-Yutani in all but name, placing Lucenite extraction above all else in the chase for trillion-dollar profits. This creates friction between the crew and those loyal to the company, especially Arjun, who also has personal reasons for being there. He knows someone who was on board Echelon I, so there's an impassioned determination behind his words and actions, even as he struggles to piece together the mysterious circumstances he finds himself in. Continue Reading at GameSpot
GameSpot - Game ReviewsApr 24
Saros Review - At The Mountains Of Magnificence
Saros Review - At The Mountains Of Magnificence Reviewed on: PlayStation 5 Platform: PlayStation 5 Publisher: PlayStation Studios Developer: Housemarque Discovering a powerful (and profitable) new element on a faraway planet is a sci-fi staple that is especially prevalent in modern media, but Saros embraces this trope by making Lucenite’s home planet, Carcosa, the stuff of inescapable but wholly engaging nightmares. Protagonist Arjun fights to maintain his sanity, find a lost love, and stay alive (failing often) against an onslaught of lasers and monsters while the people around him descend into vague madness. All this while your AI-driven corporate overlords demand results. The premise is strong and surprisingly relatable in the modern landscape, while the action is dangerous, joyful, and demanding of your attention in a way few games can compete.   Tonally and sometimes directly inspired by Robert W. Chambers' Lovecraft-adjacent short story collection,  The King in Yellow (which I can confirm through experience is not required reading), Saros follows a collection of astronauts on a one-way trip to an alien planet that is, to be blunt, a no-good place. Arjun is a soldier among scientists there to save lives, but is perhaps selfishly focused on saving one in particular. The opaque nature of the story is sometimes unsatisfying, and though there are plenty of literal threats Arjun must dodge, counter, absorb, and defeat, the narrative is mainly focused on an existential danger. The result is that the cast feels mostly disposable, which is perhaps intentional, but I wanted to know more about them before their recorded monologues found throughout Carcosa descended into borderline incoherent ramblings about The Yellow Shore. The larger story leaves you with much to think about in a way I appreciate, and I eagerly continued the game after seeing credits to learn more, even if I wasn’t completely emotionally invested. But frankly, even if the story was a complete dud, I would have struggled to put down Saros as its action is impeccable and challenging without ever bordering on the overwhelming. Saros is not a sequel to Housemarque’s excellent 2021 game, Returnal, but it does use its gameplay as the baseline and re-examines it to foster a more welcoming and rewarding system. The shield, which allows you to take in the energy of certain projectiles to power strong weapons, creates myriad worthwhile options in how you approach staying alive in the chaos. Controlling Arjun is flawless. He leaps and dodges with precision that should make Mario take notes. Firing off all of Saros’ weapons feels powerful and exciting, though you will quickly gravitate towards a personal favorite (shout out to the Smart Rifle). The Power Weapons, which are managed with the shield, are completely satisfying and available when you need them most. Outside of the action, another of Saros’ primary strengths is the Armor Matrix. Attempting runs is a familiar process for rogue genre fans in that you will quickly gain temporary strength as you explore and fight, but between attempts is a massive skill tree where you can drop your collected Lucenite and Halcyon for permanent upgrades. Plenty of rogue games offer permanent upgrades, but Saros is particularly satisfying as its upgrades offer worthwhile improvement choices that cater to specific playstyles. Even just one solid run unlocks dozens of upgrades at once. The process feels fast and less incremental making the good attempts feel even better and the abysmal failures not feel like wastes of time. Saros is a challenging game, but the Armor Matrix makes the whole experience much more approachable. If you are intimidated by the genre or were scared off by Returnal, know that Saros is much more welcoming.   The structure of Saros, which is much friendlier to shorter sessions and allows you to leave and pick up a run later, is also thoughtful in a way that makes it all feel much more doable in the face of challenge. At the expense of being less powerful (but still very strong), you can teleport to specific locations. I love this feature as it eliminates two of my primary ongoing personal frustrations with the genre: replaying the same areas over and over and refighting the same bosses. Of course, you can attempt runs from the starting line and fight the bosses again, and there are incentives for doing so, but I want the option to skip the bosses and areas I already beat in every rogue game. I am an impatient gamer, and Saros is okay with that. Saros’ biggest shortcoming is that I was not as emotionally invested in its narrative and characters as I hoped to be. The plight of team Echelon IV did not move me, but I was fascinated by the abrasive world, the heartless Soltari corporation, and I was intentionally and successfully left wanting more from its engaging mysteries. I don’t share this sentiment for the gameplay, however. Moving, shooting, improving (both in stats and skill), winning, and even losing is an unequivocal joy, and I only wish I could write this final sentence faster so I can hurry up and get back to planet Carcosa and attempt another run. Score: 9.25 About Game Informer's review system
Game Informer ReviewsApr 24
Review: I’m so Disappointed in Dissidia Duellum Final Fantasy
Review: I’m so Disappointed in Dissidia Duellum Final FantasyDissidia Duellum Final Fantasy is one of the most pay-to-win, poorly handled gacha games I’ve ever seen in the last few years. The post Review: I’m so Disappointed in Dissidia Duellum Final Fantasy appeared first on Siliconera .
Reviews Articles and News - SiliconeraApr 23
Windrose Early Access Review
Windrose Early Access ReviewTaking to the high seas in a swashbuckling survival crafter with deep combat.
IGN PC ReviewsApr 22
Diablo 4: Lord Of Hatred Review-In-Progress - Mother Knows Best
Diablo 4: Lord Of Hatred Review-In-Progress - Mother Knows BestTwo things can be said of Diablo IV leading up to the release of Lord of Hatred: First and foremost, as a series, Diablo has never been in a better or more promising place. Secondly, the game's first expansion, Vessel of Hatred, was a bit of a letdown following a tremendous first act. With those things in mind, it's safe to say that there are very high expectations for the game's forthcoming expansion. And, if the stakes weren't high enough, Lord of Hatred also carries with it two promises: a first look at the long-teased and highly-awaited land of Skovos, and an epic conclusion to the game's ongoing Hatred Saga--one featuring a major showdown with the Lord of Hatred himself. Oftentimes, expectations and promises only pave the way for disappointment. Fortunately, that's not the case with Lord of Hatred. Diablo IV's latest expansion triumphs at maintaining the series' momentum while also delivering a powerful gut punch of a third act--one that weaves together years of events and lore to create the series' most-compelling narrative to date. Lord of Hatred offers both a spectacular conclusion to the Hatred Saga and plenty of changes that grant it greater longevity than ever before, including two powerhouse classes, plenty of improvements, and strong endgame content. Lord of Hatred picks up not long after the events of Vessel of Hatred, which ultimately saw Mephisto take over the body of Akarat--a messiah-like figure in the Diablo universe. Through using Akarat's kindly visage, his own manipulative tactics, and performing "miracles," Mephisto has quickly managed to convince much of Sanctuary's population that he is a force for good--one who possesses the power to not only purify their lands, but their very souls as well. Even the most cunning of warriors find themselves in his thrall, their desperation for a better world ultimately contorting them into gullible disciples. As such, you, The Wanderer, and your faithful companions, Lorath and Neyrelle, come to be viewed as dissenting pariahs. And the fact that a demon's blood flows through your veins certainly doesn't help your case against the fraudulent prophet. Continue Reading at GameSpot
GameSpot - Game ReviewsApr 21
Diablo 4: Lord of Hatred Review
Diablo 4: Lord of Hatred ReviewAn extremely satisfying conclusion to Diablo's latest demonic saga.
IGN PC ReviewsApr 21
Diablo IV: Lord of Hatred Review – Embrace The Hate
Diablo IV: Lord of Hatred Review – Embrace The Hate Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC Publisher: Blizzard Entertainment Developer: Blizzard Entertainment Rating: Mature Lord of Hatred offers a grim, emotional, and satisfying conclusion to the Age of Hatred saga that began in Diablo IV’s original campaign. A gripping narrative paves a perfect playground to explore the newly introduced Skovos region as the expansion’s entertaining new classes: Warlock and Paladin. Tack on new endgame systems designed to simplify and further incentivize post-story activities, and Diablo IV has another strong argument to dive back into Hell. Picking up directly after Vessel of Hatred’s cliffhanger ending, Lord of Hatred wastes no time raising the stakes, often to heart-wrenching degrees. The race to prevent Mephisto, who takes the guise of a benevolent Jesus-like leader to corrupt the hearts of Skovos’ citizens, from plunging Sanctuary into an age of hatred is a dark and captivating adventure with some fun twists, namely the return of Lilith. Delving deeper into what makes the Daughter of Hatred tick is among my favorite parts of the narrative, and a strong supporting cast of familiar friends and new allies bolsters the adventure. If this is it for Diablo IV’s story, it sticks the landing well.   Whether you’re summoning hellspawn demons to sic at foes as a Warlock or shield-bashing them and unleashing divine fury as a Paladin, both classes are entertaining additions. Regardless of the class, though, the skill trees have been expanded with new unlockable perks that deepen an ability’s capabilities, such as reducing cooldown times, unleashing more projectiles, or inflicting a status effect. I like how these new options let me further tinker with unlocked abilities and provide even more room for experimentation. Skovos offers a beautiful new region to explore, thanks to its scenic Mediterranean-inspired main city and seaside ports that feel distinct from the rest of Sanctuary. In addition to cutting down thousands of new demonic and human threats,  you can complete a fresh batch of fun sidequests, explore new dungeons, and engage in the light but enjoyable fishing minigame. Those looking for meaningful progression, though, can equip new Talismans that allow for further specialization. Up to six of these charms can be worn (though slots must be unlocked), and range from small perks, like x-percent more healing or attack power, to multifaceted improvements, especially when matching sets are equipped. Though I can’t say I always noticed significant improvements in how my already-powerful characters performed while wearing Talismans, I like having a new factor to consider when tailoring my loadouts. After rolling credits on Lord of Hatred’s story, War Plans provide a quick and enjoyable avenue to engage with the existing endgame content. War Plans essentially allows players to create a playlist of randomly selected activities, be it Nightmare Dungeons, Helltides, the Pit, Infernal Hordes, and more, to play one after another with no barrier to entry for increased rewards (on top of what you normally earn from the activity itself). Best of all, War Plans warp you to the queued activity, saving you from searching the large map to see where the specified activity is taking place. As a more casual player who only revisits Diablo IV when a big expansion drops, War Plans takes the hassle out of figuring out what activity to play and how to access it by spoon-feeding me this content without overwhelming me. Additionally, War Plans add progression trees to each piece of endgame content; complete an activity enough times, and you’ll unlock modifiers that alter how that activity unfolds going forward. For example, you can change the type of rewards earned, add specific objectives, or spawn certain enemy types. Completing endgame stuff just for loot doesn’t always hold my interest for long. Adding progression meters to the activities themselves, however, is a compelling argument to keep playing just to see how many wacky stipulations I can unlock and add to them.   Echoing Hatred is another fun, if simple diversion that tasks players with surviving increasingly difficult and dense enemy waves for as long as possible. There’s not much to this challenge, but I’ll always enjoy slaughtering a bunch of monsters. However, Echoing Hatred is, by design, an exceedingly rare and difficult-to-access activity; I only got to play it once and only because of a press-exclusive shortcut. This is ultimately a smaller addition compared to the other new offerings, but one that still provides some fun. Lord of Hatred accomplishes what a good expansion should. A strong story puts the likable cast through the wringer, and I was hooked to see it to its eventual conclusion. The new classes are fun, and a raised level cap (70), expanded skill trees, and more Torment Tiers (up to 12 now) provide more room for growth and replayability. War Plans provide a streamlined avenue to engaging with the already dense endgame content in a way I greatly appreciate. Lord of Hatred is an exceptional cherry on top of Diablo IV, further cementing the entire package as among the best action RPGs of the generation.  Score: 8.5 About Game Informer's review system
Game Informer ReviewsApr 21
Tides of Tomorrow Review - An Effective Ripple Effect
Tides of Tomorrow Review - An Effective Ripple Effect Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, PC Publisher: THQ Nordic Developer: DigixArt Rating: Mature Science fiction is often at its best when translating modern-day matters into futuristic allegories, heightening everyday issues into dramatic circumstances to reveal truths about humanity. Tides of Tomorrow executes this principle to great effect in both its narrative and mechanics, and I greatly enjoyed how its themes were so neatly communicated across each moment of gameplay. The unique way the story is conveyed is more impressive than the story itself, but it's still a great time for fans of choice-driven games. Tides of Tomorrow is a first-person, narrative-driven experience, and while it has some stealth, platforming, nautical combat, and puzzle challenges, the main mechanical hook is that you play the entire game on another player's heels. Before each mission, you select the name of a player who's already played that level (and can enter specific seed codes if you want to follow a friend or streamer), and the world will be altered as if they recently left the area. If the previous player angers someone powerful, the guards will be more hostile towards you, but if they were charming, people might revere you as a good omen. It's not just a quick gimmick; this previous player becomes a significant character in your world, which I adored. It also makes the whole world feel very alive – you always show up in the middle of a problem, or right after a significant conflict. You're associated with this other player because you're both Tidewalkers, a mysterious people with no memory of your early life, but the ability to see the recent memories of other Tidewalkers in the area. You can see their conversations with NPCs and learn how those characters got their current attitudes, but you can also see them solve puzzles and use their movements as a guideline. The game also has an emote system you can use to stamp strong emotions at almost any point in the world for your followers to see. You can celebrate after winning a race, make rude gestures at characters you don't like, or point to a nearby secret. There are also special chests you can use to stow resources for later players, or recover spoils others have left for you. It's a great mechanic that I frequently engaged with, partially because I appreciated the players I followed so much. It also ties into the game's message about climate change and preserving the world for future generations. By donating to future players, I effectively threw away many important items – I would never get to use those resources and likely will never see other players use them, but because I knew someone would appreciate the gesture, it felt great. Games often give you opportunities to dominate or trick strangers online, but it's nice to have one that lets you be nice for a change. The aforementioned resources are scarce. Tides of Tomorrow takes place on a flooded Earth, populated only by a few hundred thousand humans, hearty sea creatures called mereids, and tons and tons of plastic waste. Plastic bobs in the ocean, floats through the air, and is even used to construct buildings and islands. I really loved the world-building and how quickly Digixart thrusts the player into it. Tides of Tomorrow doesn't waste much time on exposition, which I always appreciate.  The prevalence of plastic has led to a disease called Plastemia, which turns one's body into colorful plastic over time. Players are all afflicted with this illness, but the symptoms can be subdued by regularly consuming an inhalant called Ozen. Unfortunately, most of the world has the same sickness, so you often have to choose between giving Ozen to others or keeping it for yourself, making for a lot of tough choices. It is the only way for you to heal, and you will die if you don't consume enough of it, but it's also crucial for story moments. I enjoy that the game uses the health bar to force the player to stay invested in the world; it's an effective way to blend story tension into the game mechanics. The story itself is enjoyable, but unremarkable. I enjoyed the dialogue, and the major beats are entertaining, but Tides of Tomorrow is more impressive for its storytelling method than for the narrative itself. I had a blast twisting the plot with my choices, but I was never heavily emotionally invested. The same is true for the first-person gameplay. In addition to dialogue trees, you'll engage with simple stealth mechanics, some chase sequences, and basic platforming and puzzle solving. You also pilot a boat (and engage in some light combat) as well as a submarine later on. Thanks to an overall structure keeping players from doing one thing for too long, I never got sick of any gameplay elements, but they were still nothing to write home about. I am most impressed by how well Tides of Tomorrow focuses on its themes around conservationism. I see the value of preserving the land for those who come after me because I constantly see visions of my predecessors preserving the world for me. I value my resources because I can see how scarce they are; each bottle of Ozen I gift to a character or a future Tidewalker is one I won't get to have for myself, and I came very close to dying because of that. The multiplayer element in particular is a clever take on consequences in narrative games, expanding their influence from one player to anyone who follows in their footsteps. Tides of Tomorrow reminds me why video games are so uniquely suited to tell stories. Like a Tidewalker leaving gifts for subsequent followers, the game makes me optimistic for future projects that might follow in its footsteps. Score: 8 About Game Informer's review system
Game Informer ReviewsApr 21
Review: Vampire Crawlers Adds Wizardry RPG Elements to Vampire Survivors
Review: Vampire Crawlers Adds Wizardry RPG Elements to Vampire SurvivorsVampire Crawlers offers Wizardry-like dungeon-crawling and roguelike deckbuilding without abandoning the Vampire Survivor roots The post Review: Vampire Crawlers Adds Wizardry RPG Elements to Vampire Survivors appeared first on Siliconera .
Reviews Articles and News - SiliconeraApr 20