Comprehensive Game Reviews
Comprehensive Game Reviews
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Review: Thronefall Is a Beautifully Simplistic RTS Game
Review: Thronefall Is a Beautifully Simplistic RTS Game A strategy game or RTS that involves building up a town and its facilities while also dealing with enemy onslaughts can sometimes end up being a lot. Civilization entries can take up weeks of your life. The same goes for Total War, Stronghold, or Warcraft entries. Thronefall feels perfectly designed to capitalize on the dopamine boost that comes from correct strategic decisions, while also eliminating or streamlining certain gameplay elements to ensure we get an RTS that is still challenging, but doesn’t involve massive commitments. In each of the regions in Thronefall that you unlock, you play a monarch who is establishing a kingdom. You start with a central castle, which can be expanded upon if you have enough gold to ensure additional perks. Each day, you determine how to use the gold currently in your treasury. Do you build barracks for different types of warriors? Will you construct walls around your growing kingdom? Should you focus on building homes and farmland to provide additional ways to earn money beyond defeating the waves of enemies that attack each night? Would constructing towers with archers be a wise idea? Then, when night falls, you head out to face the invaders with your monarch and any units available from barracks to defeat those forces so they don’t topple your castle and ruin your new empire.  Image via Grizzly Games The concept behind Thronefall sounds simple, and it is, but it doesn’t make things easy or boring. Rather, it lets you more efficiently plan things out and cut through a swathe of enemy forces. For example, your first task upon founding a new kingdom may be to purchase some homes to provide income. After getting through the first night and facing enemies, you may invest in a tower with archers that will shoot at enemies from a distance and a wall. When you survive another night, you might decide to buy some fields or barracks. After another assault is thwarted, you might want to upgrade the fields so they’ll explode if enemies walk over them, upgrade some of the homes, or choose an upgrade path for the towers that prioritizes either range or rate of fire. It’s simple. It’s effective. You always have the information you need and each decision could be the right one depending on your approach. That beautiful simplicity applies to the enemy encounters as well. Before each evening, you can see on the map where foes will appear. You’ll also see an icon that lets you know if they’re melee units, ranged attackers, or flying foes. This allows you to adjust your approach. So if your current location’s kingdom has three sides open to attack and you see that all of the enemies will come from the northeast that turn, maybe build the wall facing that direction? If you don’t immediately upgrade your barracks or towers, you can use information about current and upcoming waves to inform future progression decisions. https://www.youtube.com/watch?v=-3EK6fbkAH4&ab_channel=GrizzlyGames Even the more active approaches to fighting work well and are extremely fun in Thronefall , making the RTS feel both like a strategy game with a lot of finesse and a hack-and-slash. You can easily pull units created by barracks along with you and place them with the press of a button. An upgrade path option even allows them to attack while they’re following you, should you select it. Your own monarch can dash if they are at full health, constantly unleashes passive attacks, and can perform an aggressive action with a cooldown. If you die, it’s no big deal. You’ll revive again a few seconds later.  All this happens without any distractions as well. The visual design in Thronefall is exceptional, with all allies, enemies, notable buildings, and UI elements in the strategy game clearly constructed so you waste no time in the thick of the RTS’ fights. The colors stand out perfectly. Building designs are immediately recognizable, as are upgrades. Enemies are pretty easily identifiable. Also, I loved how you can see icons that show your units’ specialties when you select them to move them, and that the enemy icons before the evening phase show how many of each type will appear. It's the little things! Image via Grizzly Games While Thronefall is a pretty substantial game and I do wish there were even more levels because it is so good, what is there makes it possible to keep returning. After beating areas, you earn new weapons, perks, and mutators that allow you to influence future play sessions and runs. The weapons are interesting, as each offers a passive attack and an active skill with a cooldown that can change up your approach. The perks are appreciated, since it can force you to tailor your strategies to new approaches, and us being limited to five keeps us from becoming overpowered. But the mutators can be the most fun of all, and they can make a situation substantially more challenging.  However, there is also the endless mode, so I can’t really complain too much about the game eventually ending! By the way, that mode is incredible. It essentially becomes a roguelike here, where you select your loadout for each stage. This determines the area, your weapon, and two perks. You always keep your perks, though the weapon changes. The random nature of it is so inviting, and I loved seeing how long I could survive as the challenge kept increasing.  Image via Grizzly Games Thronefall is an absolutely wonderful RTS game from Grizzly Games that pulls ideas from past strategy and tower defense titles, then executes them in a stylish, minimalistic manner. There are no overwhelming choices. Upgrade trees make sense. Stages are broken up into digestible chunks. The only downside is perhaps that there isn’t more of it, but at least we can replay the areas that are there on higher difficulties later. Thronefall is available on the Nintendo Switch and PC .  The post Review: Thronefall Is a Beautifully Simplistic RTS Game appeared first on Siliconera .
Reviews Archives - SiliconeraOct 22
Kong: Survivor Instinct
Kong: Survivor InstinctUnlike its towering cast of kaiju cameos, Kong: Survivor Instinct is an unremarkable Metroidvania-style adventure that simply doesn’t measure up.
IGN PC ReviewsOct 22
Kong: Survivor Instinct Review
Kong: Survivor Instinct ReviewUnlike its towering cast of kaiju cameos, Kong: Survivor Instinct is an unremarkable Metroidvania-style adventure that simply doesn’t measure up.
IGN PC ReviewsOct 22
A Quiet Place: The Road Ahead Review
A Quiet Place: The Road Ahead ReviewIt’s terrifically tense, but A Quiet Place: The Road Ahead doesn’t quite have the story surprises or enough substantial changes to its simplistic stealth-based gameplay to allow it to completely go the distance.
IGN PC ReviewsOct 22
Review: Batman: Arkham Shadow Lets You Wear the Cowl
Review: Batman: Arkham Shadow Lets You Wear the Cowl Batman: Arkham Shadow , the latest Meta Quest 3 pack-in and a follow-up to the much-respected Arkham console games, seeks to put you in the role of the caped crusader more directly than before. And though this isn’t quite the first VR Batman game, it’s certainly the first larger-scale attempt. So how is it? And is it worth buying a headset to play? Developer Camouflaj, perhaps best known these days for its work on Iron Man VR , has been focusing its efforts on virtual reality, and it shows in Batman: Arkham Shadow through its well-considered (if conventional) setups. It’s also a bit slow to get going? Lots of early-game tutorials make sure you know what to do, as if it’s your first VR game. Which, for some, may be the case, as it becomes the Quest’s latest system seller. Shadow follows the events of Batman : Arkham Origins and is most inspired by the confined gameplay of Arkham Asylum . There’s a ton of well-known voice talent, including a lot from the old Arkham cast! And that’s a good investment for this game, which is so much about those voices. You’re set off to take down the Rat King, a newly-created villain for the game, but along the way you see a lot of characters you might know. Fundamentally, this game is about punching. Which, hey, VR does well! You complete a series of quick-time events to fight, throwing specific punches and countering through various means. This isn’t a “think about your opponents’ weaknesses” game; it’s decided for you. Which is fine? There are so many enemies to fight in this game, and it would rather see you push through them quickly. Screenshot by Siliconera It's in larger room encounters that Batman : Arkham Shadow is at its best. In these, you use perches, vents and such to help pick off enemies one by one, studying movements and bringing in some of your gadgets to help when needed. It's during these fights that Shadow truly opens up and lets you be creative. When we started watching guard patterns and scouting out just the right vantage points for unseen takedowns, that felt really nice. This is, fundamentally, an accurate recreation of the Arkham scheme, and just how enjoyable that was to people is a lot of why this game exists! But the perspective does change a lot about how it feels. Taking out foes and finding hidden collectibles contributes to an experience meter, allowing you to upgrade various abilities. It’s also a game that likes giving you new abilities from time to time, as you find a need in the mission, climb to the roof for a delivery and then head back down to use it. A lot more time is spent in the process in this game, physically moving from place to place. We suppose it’s a good way to break up combat sequences and keep you immersed in the identity, but do be prepared for the time investment. There’s still something of a theme park-like ethos to “big-budget” VR game design. Environments are more set dressing than places to spend lots of time. You get a lot of exposition through audio between encounters. It’s also more than happy to use that audio to not-so-subtly nudge you to your next objective. Rarely does Batman : Arkham Shadow want you to stop and smell the roses, and doing so will result in increasingly direct reminders of the thing to do next. Screenshot by Siliconera And maybe that’s for the best! Batman : Arkham Shadow is full of dark environments with similar sorts of dingy decoration. It’s true to the source material, and the low lighting does help mitigate the inevitable visual downgrades you get when rendering the resolution and double display of VR. It’s an action game through and through, and other Quest titles are happy to provide different pacing for those who want it. That said, Batman : Arkham Shadows is not a bad looking VR game, and Camouflaj has clearly been pulling out tricks to get the most out of the hardware. For example, there’s some pre-rendered lighting in spots, putting your focus on particular corners. You can see the seams, sometimes. For example, we moved a grate from a green-tinged vent, and it stayed bright and green. But it’s likely worth those exceptions. Batman : Arkham Shadow feels comfortable to play in a small room or even seated, with some creative use of the crouch button to reach lower objects. Conversely, the game doesn’t do a heck of a lot for room-scale players, but it’s likely a compromise worth making for the game. Other titles will make you want to walk around; this is extremely a stick-to-move experience. We've encountered some bugs along the way, getting stuck on craggy rocks or having doors fall down and leave invisible barriers instead of opening. These are the sorts of things we expect will be patched up relatively quickly, but still thought it worth noting for early players. Generally, reloading the checkpoint has solved the issue, but sometimes that means losing a few minutes of progress. We also had a bit of difficulty with the cape controls, as the activation wasn’t as reliable as we wanted. Hopefully that can be tuned a bit! Screenshot by Siliconera While it may not have the immersive mechanics to be a great VR introduction, Batman: Arkham Shadow is fun to play and faithful to its Arkham predecessors. And yeah, picking off enemies one-by-one feels great. Batman: Arkham Shadow , developed by Camouflaj and published by Meta, is available now for Meta Quest 3 and 3S. It’s included with new headsets , and costs $49.99 for other buyers. The post Review: Batman: Arkham Shadow Lets You Wear the Cowl appeared first on Siliconera .
Reviews Archives - SiliconeraOct 22
A Quiet Place: The Road Ahead Review - Quite A Pace
A Quiet Place: The Road Ahead Review - Quite A PaceA Quiet Place has quickly grown into one of the better horror franchises of the past decade. Three movies deep, the creature features have explored a fascinating world in which blind aliens use a highly keen sense of hearing to hunt humans desperate not to make a single peep. Translating that incredibly slow and silent story universe to a video game makes for a novel project, and I can see why A Quiet Place: The Road Ahead has launched so quietly itself. It's a strange mission to assign players, but it's one I'm glad to have experienced--despite a host of issues. A Quiet Place: The Road Ahead is a first-person stealth-horror game starring a cast of characters new to the series but similarly seeking to find safety from the swarm of aliens who have commandeered Earth by force. As Alex--an asthmatic college-aged woman with a boyfriend, a dad, and a range of other perpetually silent allies--players embark on a road trip that will test her ability to crouch-walk pretty much forever. That design direction could easily make for a frustrating video game. In games that allow me to upgrade my crouched movement speed, I've always unlocked it as soon as I can--I like stealth games a lot and so I tend to want to improve that facet of such a game. So it's notable to me that The Road Ahead doesn't just demand you crouch-walk through almost every moment of its 7-to-10-hour story, but forces you to do it very slowly, usually barely pushing on the left stick, because the aliens in the game behave unpredictably like Alien: Isolation's Xenomorph and tend to hear even a crouched footstep performed at full speed. Continue Reading at GameSpot
GameSpot - Game ReviewsOct 21
Fear The Spotlight Review - Blumhouse's First Video Game Is Best Enjoyed As An Intro To Horror
Fear The Spotlight Review - Blumhouse's First Video Game Is Best Enjoyed As An Intro To HorrorBlumhouse Productions is arguably the biggest name in Hollywood horror today. The studio's ubiquitous logo appears before what feels like every other theatrically-released horror movie. It's clear the company has made the genre its focus, and I love that. It means there's always more to look forward to, even as results surely vary. With Fear The Spotlight , Blumhouse marks its debut in video games, which similarly excites me. Its games will also surely vary in quality, but this indie ghost story is a memorable debut, both for the burgeoning publisher and the pair of developers who built it together. Fear The Spotlight stars Amy and Vivian, two high-school friends sneaking around school after-hours as soon as the game begins. Amy is dressed like a Hot Topic kid, while Vivian looks bookish. It gives the pair the air of an odd couple, but exploring their friendship while things go bump in the hallways helps introduce the story as they uncover a shady school history over the course of the game's initial three-to-four-hour campaign. Fear The Spotlight uses a PS1-style aesthetic mixed with modern touches like an over-the-shoulder perspective. In many moments, the game also switches to point-and-click mechanics, mostly whenever the game's puzzles are being toyed with. It's both those puzzles and the game's scares that give Fear The Spotlight its gateway-horror vibe, and I enjoy it for that even if I'm no longer in the target audience. Though I love when games are especially terrifying, I also feel like younger or less-experienced horror fans deserve entertaining scares they can stomach. Not every game should be Outlast or Amnesia on the spooky scale. Continue Reading at GameSpot
GameSpot - Game ReviewsOct 21
Review: Tormenture
Review: Tormenture A haunted video game is hardly a new concept . Even before the haunted Majora’s Mask  cartridge central to the BEN Drowned creepypasta story, there was Polybius , an unplaceable arcade machine stalked by men in black. It’s a fun concept.  In 2016 Pony Island took the concept to an interactive level in a video game. It did so with a strong sense of humor, but it was effective in blurring the line between the player and the player character in the game. Tormenture is a lot like that with a smidge less humor and, as far as I can tell, less of a lust for metanarrative built from vague subtext. But the concept of a haunted game isn’t enough to make a game compelling, so Tormenture faced the risk of getting lost under a pretense that has been done before. Croxel deserves mad respect since their careful puzzle design manages to shine past its attention-soaking veneer. Screenshot by Destructoid Tormenture ( PC [Reviewed]) Developer: Croxel Studios Publisher: Billete Cohete Released: October 21, 2024 MSRP: $14.99 As alluded to, you play as a child glued in front of their newest game. It’s the titular Tormenture , an homage to the Atari’s Adventure . It’s even played on the Limbo 2800, a legally distinct Atari 2600. When I say “glued in front of,” I’m being almost literal. You’re free to look around the bedroom you’re sitting in and interact with the things around you, but your butt is stuck to the floor. You can’t get up to move, you can’t leave the room, and you can only touch the things the game lets you. It kind of sucks, but I understand the design reasons for it. In fact, there's an in-game suggestion for why you can't move, just in case you can't fully suspend disbelief. It plays with retro nostalgia quite well. From the fuzzy CRT with its bunny-ear antennas to the Guess Who? board beside you, it tries to take you back to the '80s. The depicted copy of Tormenture itself has been around. It looks to have been bought from a rental place (for $6.66, no less) and there are notes scribbled into the back of its instruction manual. Your avatar also maps everything out by hand in a notebook; a practice rarely needed today. Most of Tormenture takes place in the game itself. Certain elements and puzzles from it bleed into the real world, but most of the puzzle-solving is classic Zelda -style. The game resembles Adventure pretty heavily and lifts some of its mechanics, even starting off with a prologue that looks ripped from the game itself. It follows the same one-button limited item interaction. You can pick something up, and you can drop it but you can’t really manually operate it. It also sticks to where it touches your square character, meaning you sometimes need to let go of it and circle around to put it at a good angle. If you’ve played Adventure , this will feel extremely familiar. https://youtu.be/0UYKca1No9Y?feature=shared You may wonder what you can do with a simple, limited, one-button control scheme. As it turns out, quite a bit. It’s impressive that I never felt that Tormenture was limiting itself by following Adventure so closely. Your goal is to collect four relics. Each is found in one of the game’s four main dungeons and guarded by a boss. Each dungeon has its own puzzle gimmick. One gives you a torch, and another hands you a magnet. It’s set in Adventure’s flip-screen format, and each dungeon is packed with puzzles that require careful observation. There’s very little combat. There are enemies, but much of the time, your goal is to simply avoid them. Very rarely do you need to use an item from one dungeon in another, and usually when you do, it’s simply to get one of the game’s 34 Easter Eggs. It invites constant experimentation, which goes a long way in keeping things engaging. As I mentioned, occasionally, things from the game bleed into the real world. One of the earliest cases of this is when you need to blow on the cartridge and re-slot it. Over the course of the game, you’re given snippets of information that explain the backstory behind the cartridge. There aren’t any cutscenes outside of establishing shots within the game, but it does a decent job of telling you what’s going on while you’re still nailed to the floor. Screenshot by Destructoid A lot of the real-world puzzles involve using something in the environment to get something to happen in the game. The stuff in the real world can be pretty basic, but some of it gets built up over the course of the game. You might find yourself pondering over the locked drawers, only to find they come into play much later on. Tormenture manages to nail the sweet spot where the puzzles aren’t too cryptic, but they’re challenging enough to make your back feel pat-worthy. A few of them gave me pause as I wondered how I was able to figure them out so easily. For most of the runtime, I was rather impressed with how effortless it all seemed. There was one segment that I got hard-stuck at to the point where I thought I hit a bug, but it turns out I was overthinking it. I had to go back and review my gameplay recording to get a feel for where I needed to focus my attention before I noticed that the solution was within reach the whole time. Backing up, I say I was impressed for “most of the runtime,” and I want to stress that because the final section of Tormenture is the “rest of” that I left out. The main four dungeons are great, but once you have all the artifacts, things get shaky. Beyond running into multiple bugs that required me to reset the game to continue, the last gimmick item is extremely unwieldy. The last set of puzzles probably won’t stretch your brain matter very far. Screenshot by Destructoid And then there’s the final boss which was, er, torment. I guess you can take this as your spoiler warning , but I’m not talking about what the fight involves, just the problem I had.  You can take three hits in Tormenture before you’re sent back to the last clock you touched. It doesn’t really communicate well when you’re on your last sliver of health, but that’s not the issue. The problem is that the boss battle is rather protracted. It refills your health between the first and second phases, but the second phase requires you to solve simple puzzles before you’re presented with the biggest puzzle of them all: how are you supposed to beat this guy? The solution wasn’t immediately obvious to me, so I had to experiment. This required me to go deep into the battle, and if I guessed the solution wrong, it was back to the start. No matter how proficient I became at the fight, some of the attacks are somewhat difficult to read, especially when the boss goes off-screen. Having to repeat and repeat and repeat became extremely aggravating to a controller-breaking degree. And then there are multiple endings, which I assume is based on how diligent you are in plumbing for secrets, so I’d maybe suggest poking at all the crevices before facing the big bad. Screenshot by Destructoid So, that’s disappointing, but it’s a small bruise on an otherwise great experience. As much as I want to put my fist through the drywall whenever I think of that last part, I was taken in by everything before that. And for all I know, the boss could be nerfed in a day-one patch that also fixes some of the bugs I ran into. All my suffering for naught. I want to stress that everything leading up to that section of the game is butter. Gravy, even. It’s a loving tribute to Atari’s early console and the games that defined it, and it provides a nostalgic vision of yesteryear’s gaming laced with a bit of horror. The final act might be a bit too much torment, but it doesn’t crack the polish of the game’s bulk. It’s absolutely worth it, just maybe chamber a few swears in preparation. [This review is based on a retail build of the game provided by the publisher.] The post Review: Tormenture appeared first on Destructoid .
Reviews Archive – DestructoidOct 21
Review: Solid Card-en-Ciel Card Lacks Mega Man Battle Network Charm
Review: Solid Card-en-Ciel Card Lacks Mega Man Battle Network Charm As a developer that often worked on Mega Man games, we often see Inti Creates create original titles that are clearly inspired by them. In the case of Card-en-Ciel, we have a game that has a Mega Man Battle Network approach when it comes to aesthetics and gameplay. However, while it may look familiar and feels inspired by the other title, it lacks its charm of the other series. In a world filled with VR full-dive games that people jump into, there are incidents that require accomplished hackers and detectives to solve. After getting an urgent message from someone working alongside a Rust Tactics VR game development team named Ancie, Neon the Gaming Chair Detective finds himself dealing with corruption and data tied to many different games. There involve abnormalities, bugs, characters from other titles are appearing where they shouldn’t, and Muses are buffing certain enemies with their songs. It’s up to us to work alongside Neon and Ancie to set things right in dungeons based on certain other “games” invading Rust Tactics .  Image via Inti Creates The thing is, Inti Creates isn’t great at telling a story in Card-en-Ciel or making its world appealing, something Capcom excelled at when it came to the Mega Man Battle Network games. When we go through the story dungeons based on full-dive games, each one looks practically identical. The structure of square rooms connected by brief “bridges” gets incredibly repetitive, especially considering the similar Mega Man titles managed to inject so much personality into the “net” we’d visit as MegaMan.EXE. When you enter an area inspired by an in-game series, there are no outward or immediately recognizable distinctions. Just the same blocks. Even the enemies you fight aren’t only drawn from that “title,” as instead Inti Creates pulls from its actual game library and original ones created for Card-en-Ciel .  While this can make the idea of going through Card-en-Ciel dungeons a little boring, I feel the turn-based, deck-building gameplay actually improves upon the Mega Man Battle Network formula. When you’re dealt cards or pick them up after fights and while exploring, you’ll find they either deal HP or break damage to opponents. HP damage wears the enemy down and defeats them. Break damage affects the attack meter, keeping them from being able to take action against you and weakening their defense against HP attacks. Each round, you start with three points, and cards can require between 0-3 points to use.  https://www.youtube.com/watch?v=iwI3Al25LJo&ab_channel=INTICREATES All cards are also used for movement to evade attacks or move so you can target enemies. Icons on each one show if they’ll move Neon up, down, left, or right. So you need to get out of ranged of the telegraphed attack under your feet that happens in X number of turns, you need to play one of your cards to move instead of taking the action shown on it. While those are the three basic uses for cards, there are other factors to consider. Some are yellow. If you see the opponent’s timer counting down to show they are about to attack, you can play that card to counter and take action during that turn. Cards can have additional effects that add buffs, cause clones to appear, create 0-cost cards that deal damage and break damage, ensure cards of the same type get a boost, or affect future turns.  https://www.youtube.com/watch?v=bga8CYwRg2c&ab_channel=INTICREATES There are also Muses to content with as you play Card-en-Ciel . You tend to start with one available when you enter a dungeon, with additional ones found in fights on floors. Once you collect one, you can trigger their buffs in battle by meeting requirements. So you may need to play the same card twice in a row, which means ensuring your deck is stacked with duplicates of a certain type. Another Muse might require you to play a three-cost card or for there to be exactly five cards in your hand after taking an action. Likewise, enemies can have Muses on their sides too, providing them buffs and adding junk cards to your hand that could force movement or affect your deck.  It’s really quite clever, and I loved whenever I’d see a cameo from a returning Inti Creates game character in Card-en-Ciel . For example, Azure Striker Gunvolt and Gal Gun folks are here! But at the same time, since the story isn’t really compelling or well-executed, the cards and enemies based on “original” characters aren’t very appealing. In many cases, it feels like they’re excuses to insert some extra fanservice. But since we don’t know who they are until this title, it rings a bit hollow and doesn’t have the same appeal as it would if it involved actually recognizable people. Though personally, I also found the Muse and Ancie fanservice a bit overdone here. Others might enjoy it! But it was so out of place in the roguelike that it struck me as being more odd than appealing. Image via Inti Creates Once a fight is over, you will see certain options available in the “node” where you fought. You can choose to recover some HP. You can enhance one of the cards in your deck. It is also possible to station one of the characters in the cards you have, removing them from your deck in the process, for buffs. There can also be random events triggered after a fight is done that affects your cards and deck. Not to mention if you avoid fights for too long or make certain choices in those events, your Memory Gauge goes up and inflicts negative effects in fights until you battle enough to reduce it. As Card-en-Ciel is a roguelike, there are elements that put you in a better position for future runs if you win. You can forge Wild Cards, which give you a chance to do better in a pinch during a fight. When recuperating with Ancie after a run, you can put points into determining if rarer cards come up, Neon’s HP goes up, Treasure Chests show up after battle, or other benefits come up. There are also different difficulties to choose from when heading in, which can help with players’ experiences.  Image via Inti Creates Though to be honest, I didn’t get much out of the PvP mode. This feature unlocks after a few runs. It offers a daily dungeon with leaderboards or an opportunity to face others. The daily dungeon is fine, but I got nothing out of the fights against others and would just… rather go through the base dungeons on different difficulties instead.  I enjoyed Inti Creates’ approach to gameplay in Card-en-Ciel and appreciate how it built on the tactical deck-building found in the Mega Man Battle Network series. While it looks similar, it feels like its own thing. That’s great! Unfortunately, the actual story surrounding Neon and Ancie’s adventure is pretty weak and not handled well, and there’s no personality to any of the dungeons we explore. It’s a case where there’s some good gameplay we can sink our teeth into, but the style isn’t quite there even with colorful characters and some fun cameos. It can be entertaining, but lacks Mega Man Battle Network 's charm. Card-en-Ciel will come to the Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X, and PC on October 24, 2024 , and a demo is available on the PC via Steam and Switch .  The post Review: Solid Card-en-Ciel Card Lacks Mega Man Battle Network Charm appeared first on Siliconera .
Reviews Archives - SiliconeraOct 21
Sonic X Shadow Generations Review
Sonic X Shadow Generations Review
IGN PC ReviewsOct 21