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.
WWE 2K26 Review – More Money, More Problems
WWE 2K26 Review – More Money, More Problems Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, Switch 2, PC Publisher: 2K Games Developer: Visual Concepts Rating: Teen WWE 2K26 doesn’t make the most compelling case for long-time players to upgrade. Sure, the roster has ballooned, its presentation is stronger than ever, and there are small improvements in some areas. But the subtle gameplay tweaks are neither exciting nor overtly perceptible, and certain modes take unwelcome steps backwards. Describing annual sports games as “more of the same with a few tweaks” is boring and not entirely helpful, but WWE 2K26 fits that description more than any recent entry. The usual modes are present, and existing fans can pick up and play the game with minimal new onboarding lessons. While the in-ring action still isn’t the most pick-up-and-play friendly due to how increasingly dense its systems are becoming, I appreciate additions like the ability to forcefully drive opponents into corners instead of just whipping them. Of the new weapons, thumbtacks are my favorite, and I’m impressed by how they remain stuck to bodies for the duration of matches. The new match stipulations – Inferno, Dumpster, I Quit, and 3 Stages of Hell – are nice to have and are well replicated, though I only see myself revisiting Inferno and 3 Stages beyond the review period. Superstar models for the 400+ wrestler roster range from very good to fantastic (though Legends, as usual, are the most hit and miss), and the overall presentation benefits from 2K26 being a current-gen only title. The commentary is also the best it’s been in years, thanks to the additions of the excellent Wade Barrett and the ridiculous Booker T, who bring a refreshing energy to the booth. Despite some legacy hiccups like weird physics interactions, I can still have fun with WWE 2K26’s in-ring action.   Arguably, the biggest and potentially most polarizing addition is the Ringside Pass, 2K26’s take on the battle pass. Sporting a free and a premium pass with 40 tiers each, engaging with any activity nets XP that unlocks new wrestlers (with many available on the free tier for Season 1), items like championships and MyFaction cards, timed XP boosts, and Virtual Currency (VC) in a system that replaces the old post-launch DLC pack strategy. Positive or negative, you likely already have strong feelings about battle passes before laying eyes on WWE 2K26’s. As someone who doesn’t play many online multiplayer games and thus doesn’t engage with battle passes often, I’m neutral on 2K replacing their old monetization strategy with this one. I will say that, after doing some math, although the full price of purchasing every Ringside Pass tier skip is much more expensive than all of 2K25’s post-launch packs combined, it also features greater rewards. The free tiers of Ringside Pass alone unlock more wrestlers than 2K25 offered after its release, which is the main draw of these rewards. I also appreciate that tier rewards never expire, avoiding the toxic FOMO many battle passes create. Ringside Pass will be fine to some and annoying to others; I can’t deny feeling an innate satisfaction when unlocking new stuff merely by playing the game, and I gained rewards at a reasonable pace into the double-digit tiers. But the presence of Ringside Pass has some potential negative side effects on other modes in the game. This year’s MyRise, for example, is my least favorite rendition of the story-driven mode to date due to its egregious padding. Reaching new story milestones now involves playing multiple random matches in a row to earn performance stars to meet a quota. It is a grind, and it harms the pacing; an intriguing plot twist could happen, then you have to wrestle five or six opponents in a row (often from a small pool, so expect repeat foes) before the story picks back up. I can’t help but suspect this approach was done to help players earn Ringside Pass XP, since you earn more points by winning matches. Regardless of the reasoning, I miss the more brisk and eventful structure of 2K25’s MyRise.   The Island, WWE 2K’s online exploration hub, returns, and while the addition of voice acting breathes some life into the destination, it’s still not an appealing excursion. The sheer assault of VC cosmetic stores makes it feel as much like exploring a digital shopping mall as it does a video game, and I still can’t get behind the idea of paying real money to upgrade my custom superstar’s stats. You can grind points by competing in lame 4-way matches at the new Scrapyard area or in dull roguelike-style runs in gauntlet towers representing the three goofy factions you align with (led by CM Punk, Rhea Ripley, and Cody Rhodes), but the squeeze to buy VC is strong. While I can only speak to the Ripley path, Order of Shadows, an early handicap match against two opponents was so insanely tough that it felt like the game was saying, “You know, if your stats were higher, maybe you could deal with this nonsense.” Call it a skill issue, but even without these headaches, the Island still feels like an icky and grind-heavy destination once you get past the cute environmental references and Easter Eggs. CM Punk’s Showcase mode is also a mixed bag. It simultaneously serves as a playable trip down memory lane that chronicles Punk’s WWE career while also having a ton of fantasy bouts against dream opponents. The historical half is lacking since a big chunk of it only covers the final year of Punk’s first WWE tenure (2013 - 2014) and his current run. Ignoring rivalries that simply can’t be covered due to opponents being employed elsewhere (like Jeff Hardy and Chris Jericho), it’s disappointing how much of the historical side is so focused on his latter work. No ECW bouts, no Straight Edge Society stuff, and, perhaps because of Vince McMahon’s involvement in the match, even Money in the Bank 2011 is a no-show. The dream match side of Showcase has some neat “What Ifs”, but it goes on for so long that it starts to lose its appeal. I am happy Showcase matches have far fewer objectives this year, making them less of a chore to fully complete if you’re chasing the unlockables. And if you’d rather skip the timeline entirely, a new Gauntlet format offers a fun but challenging alternative where you can battle all 20 opponents in a gauntlet match to instantly unlock every Showcase reward. Good luck pulling that off, but it’s a cool idea. Favorite destinations like MyGM remain enjoyable, if familiar at this point, with intergender bouts and bigger multi-man matches to book. The Creation Suite finally allows players to create even more superstars and images – double the amount, in fact – to make one of the best destinations of any WWE game even better. The sim-like MyUniverse gets the WWE Draft to add to its immersion, but the team-building collectible card mode MyFaction will probably never be for me. It’s a VC-heavy destination, and I just don’t find the wrestling/card hybrid engaging in the face of more traditional offerings. Assembling a team of superstars (whose value is based on TCG-style rarity) to complete various series of back-to-back matches under different objectives isn’t outright bad, but it’s another grind-heavy mode that still doesn't appeal to me.   As the WWE 2K series churns out another game each year, they’re becoming tougher to remain enthusiastic about. Visual Concepts found a strong formula with 2K22 and has steadily iterated on that without rocking the boat too much, making for a consistent but gradually less exciting package each year. Starting with The Island’s debut last year, the VC infiltration is becoming irksome, especially in a package that already has multiple expensive editions and paid unlocks. Art is starting to imitate life – it’s never been more expensive to consume the WWE product, thanks to sky-high ticket prices and the pricey streaming subscriptions required to even watch everything. My feelings while playing 2K26 began to mirror my current relationship with the on-screen product: It’s still enjoyable, but the negatives are catching up to the positives.  Score: 7.5 About Game Informer's review system
Game Informer ReviewsMar 12
Review: Cupiclaw Involves a Charming Routine
Review: Cupiclaw Involves a Charming Routine Sometimes a game is generally fine, but it’s a little element of its design that keeps it from feeling great. Cupiclaw is a lot of fun, and it’s the type of roguelike that can be played in short bursts! The graphics and presentation are very cute, and the story is low-stakes silly and fun. It’s just that it’s so simple that it’s very easy to work out the right way to win, as well as incredibly easy for RNG to ruin everything. The concept behind Cupiclaw is quite silly. Morris had bought an engagement ring for his partner, but loses it moments into the game. This happens right outside an arcade filled with claw machines. Fortunately, there’s a way to make up for everything. While he’s broke, he has enough money to play machines on the first floor. By working his way up through the floors and selling his winnings, he might be able to get a new ring eventually! https://www.youtube.com/watch?v=G60nFcFZNbk Gameplay in Cupiclaw is incredibly simple. You get five rounds to make enough money to get to the next floor of the arcade (which is always more expensive) and need to have enough money to play every round on the current floor so you can keep progressing. How? You use the Super Catcher claw machines! You move the claw and drip in as many times as possible to grab items before time runs out for each round, each of which has a positive or negative value. Some items also can allow bonuses like extra rerolls or could involve a negative effect like a bomb that blows up everything around it. Combos can also take effect if you have certain items each run or get certain amounts of each type of item. Add to that each floor’s machine having a different gimmick that makes it more difficult to grab and needing to get a key before your rounds on the floor run out once you hit the coins necessary to advance, and it’s a lot of grabbing for hopeful success. The thing about Cupiclaw is that it can get incredibly repetitive. It’s very easy to work out how to win. Invest in upgrades to certain items, then pick perks that tie in to that or continued updates to them and ones in their category, and you’ll profit. Which means the only way in which you can really “lose” is RNG when it comes to what’s actually in the machines on each floor. If luck is with you, then you are typically assured that a substantial number of items you need will be there. But there are always negative elements present, and it’s very easy to either have the best run ever or fail after only the first two floors for elements completely outside of your control.  Especially when it comes to the key. Now, I do appreciate that progress in Cupiclaw isn’t only tied to meeting certain monetary requirements. Needing to also grab the key ties in to the idea of grabbing things from the claw machine and proof of skill. But the nature of some of the cabinets mean their gimmick could lead to it being impossible to actually get the key through, again, no fault of your own. Which is disappointing when that ends a run. Images via Typin However, Cupiclaw isn’t that deep! Which is a good thing, as it makes failures feel less traumatic. A good run could end up being about 15-30 minutes. A bad one? You’ll likely be done in under five. When things go that swiftly, it’s hard to feel too badly when things go awry and you know it isn’t because you weren’t skilled enough. Cupiclaw turned out to be the type of roguelike you can pick away at in 15-30 minute intervals as a palate cleanser. It’s not too deep. It’s pretty easy to figure out the path to success. Admittedly, it can feel frustrating when many of your runs end because luck wasn’t on your side and you did everything right otherwise. But playthroughs of it tend to be quite pleasant. Cupiclaw is available for PCs .  The post Review: Cupiclaw Involves a Charming Routine appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 12
Marathon Review-In-Progress - Incredible Highs, Painful Lows
Marathon Review-In-Progress - Incredible Highs, Painful LowsWe started on Perimeter, the map tuned to provide the "easiest" experience in Marathon , and spent the next 15 minutes trapped in the very first building we entered, fighting every single team of player "Runners" in the match. It was GameSpot senior producer Jean-Luc Seipke's very first match in Bungie's online first-person extraction shooter, and it was nothing if not a trial by fire. Together with our matchmade teammate, we battled down hallways and around corners, flanking and catching opponents out, dying and reviving one another time and again. We came back from near-defeat over and over, hanging on by a thread. At one point, with my guns completely dry, I slipped an opponent by hopping over a railing to a lower floor, only to sneak back up the stairs, find them facing away, and knife them in the back until they died. Another time, an invisible Assassin character lost us in a cloud of smoke, and I jumped through some broken windows into the room where we'd last seen them, hoping to flank--only to find them hiding in a corner, a claymore at the door, ready to ambush my teammates. They never even saw me as I machine-gunned them. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 11
Minishoot' Adventures Review
Minishoot' Adventures ReviewBig fun in an adorable little package.
IGN PC ReviewsMar 11
WWE 2K26 Review
WWE 2K26 ReviewThis isn't a knockout blow for the series, but it's certainly a threat to the champion.
IGN PC ReviewsMar 11
Review: Fatal Frame II Remake Is Pure Beauty in Terror
Review: Fatal Frame II Remake Is Pure Beauty in Terror Despite being a big fan of survival horror, Fatal Frame remained a blind spot for me. It wasn’t until I played the new Fatal Frame II: Crimson Butterfly Remake that I got to appreciate what made the series and this entry so special and influential. Despite my initial apprehension for such rereleases, this feels like a more complete version of what Fatal Frame series creator Makoto Shibata intended back in the PS2 era. It stays very true to form, even if feels a bit bloated compared to its lean, original version. Mio and Mayu Amakura are identical twin sisters. One day, while visiting the forest where they used to play as children, the siblings are spirited away to the long-lost village of Minakami, where identical twins are at the center of the village’s dark, complicated, and cursed legacy. Playing as Mio and armed with the Camera Obscura shortly after reaching the village, we as the player are tasked with defending our sister Mayu, and finding a way out of Minakami. Coming into the game, I already knew about the plot and its secrets. Even so, I was still deeply impressed with the interpersonal stories of Minakami village and that of the Crimson Sacrifice ritual. Screenshots by Siliconera Fatal Frame II: Crimson Butterfly Remake is a visually stunning rendition of the original 2003. The original fixed camera angles are gone, which is always a bit sad as a fan of that style. However, the translation to third person over-the-shoulder feels seamless, even though it’s a very different adoption from that of the Wii remake. The character models are very expressive and the environments follow suit. The first area where I took control as Mio is lush with vegetation and detail, obscured in a thick darkness with only the sharp moonlight cutting through it. However, compared to the original, the remake makes some important changes to its visual identity. While doing some research for this review, I noticed that the environments in the PS2 version were a lot more decrepit and dingier. They looked emptier and more threatening. Surely, a result of hardware constraints. The higher fidelity of the remake makes the world look a lot prettier and almost inviting. I didn’t mind this change, but I can imagine it being divisive among purists. The trade-off here is the improved lighting. As I advanced throughout the game, the aforementioned moonlight dimmed through clouds and fog and darkness became oppressive. By the end of the game, I was very impressed with the directorial choices regarding the use of color moonlight. Returning fans will also enjoy it. Won’t say more. Screenshot by Siliconera The visuals go hand in hand with the sound design. Walking around Minakami, I was always under the impression that an extra pair of feet was walking behind me. It’s truly unnerving. The sounds of the crickets in the night, the tense ambiance and combat music, and the moans of the wraiths add various layers to the sound, each one a different type of uncomfortable. I played with the Japanese dub, which was gorgeously acted. Likewise, the original ending song “Chou” by Tsukiko Amano is an incredible track and I’m glad they kept it. While I’ve talked about visual changes, the gameplay side switches things around as well. Combat in Fatal Frame II: Crimson Butterfly Remake is slow and methodical, but attempts were made at making it more proactive. The Standard, Paraceptual, Exposure, and Radiant filters substitute the lenses of the original, while remixing the properties of its special shots — now done by spending Willpower, a sort of stamina meter. Each one serves one function inside combat and for exploration. The Paraceptual filter is good for long-range shots, to deal bonus damage to unaware wraiths. The Exposure filter has a fast reload rate, and I changed to it every time to avoid being caught defenseless. But my bread and butter was the Radiant filter and its massive damage — its trade-off being its short range. A caveat is that the colors of the Paraceptual and Exposure filters look ugly, and I would have liked them to be a bit more vibrant and interesting, like the Radiant filter. You can also equip charms, but these truly shine on New Game+ when attempting new endings, as you can equip more than one, and the item shop truly opens up. Screenshots by Siliconera I really enjoyed the addition of side stories that flesh out the inhabitants of Minakami village and make it feel more lived in. However, I’m not sure if due to these or other changes to the game, but what was originally a relatively short game took me about 17-18 hours to complete. In that sense, it reminds me of Silent Hill 2 Remake and how that game padded its time a bit compared to its original. On that end, your mileage might vary. On the other hand, the cutscenes and everything regarding the story in Fatal Frame II: Crimson Butterfly Remake is a 1:1 recreation of the original, something that I find an improvement over almost every other recent survival horror remake. I’m usually a sceptic about remaking influential video games. However, I think Fatal Frame II: Crimson Butterfly Remake walks a fine line between revamping an old title, with its improved systems and added side stories, and keeping everything that made the original PS2 game a special and deeply influential experience at the time. It remains a very special game, and there’s more to chew on for fans. Fatal Frame II: Crimson Butterfly Remake comes to the Switch 2, PS5, Xbox Series X, and PC via Steam on March 12, 2026. A demo is available. The post Review: Fatal Frame II Remake Is Pure Beauty in Terror appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 10
Monster Hunter Stories 3: Twisted Reflection Review - Beauty And The Toothless Beast
Monster Hunter Stories 3: Twisted Reflection Review - Beauty And The Toothless Beast Reviewed on: Switch 2 Platform: PlayStation 5, Xbox Series X/S, Switch 2, PC Publisher: Capcom Developer: Capcom Rating: Teen Monster Hunter Stories 3: Twisted Reflection didn't "wow" me. Its story is adequately entertaining, its combat is sometimes tedious, and I wouldn't consider it a "must-play" role-playing game. Still, my time playing was pleasant more often than not, and I was glad to revisit the Monster Hunter universe just over a year after completing Monster Hunter Wilds. Twisted Reflection's greatest achievement is gifting the series with a gorgeous facelift and bringing it to modern consoles. Even though its monsters' fire breath didn't quite blow me away, the flames were a treat to watch. In Twisted Reflection, you portray the prince or princess of Azuria, a kingdom home to Riders, known for their ability to tame and ride Monsties. As a Ranger, you're one step above the average Rider, both mounting Monsties in battle and recovering monster eggs in the wild to rebuild ecosystems. When a magical environmental threat called the Encroachment pushes a neighboring kingdom to the brink of war, you and your crew of Rangers set out on a continent-spanning journey to stop the threat and avert the conflict.   The relatively straightforward story is nothing special, but it sporadically held my interest with the occasional plot twist or flashy setpiece (especially the ending). Its weakest element is Rudy, your cat-like Palico companion, who consistently frustrated me with his overbearing, protective nature. Almost every other character is calm and level-headed, even in disagreements with the protagonists, so Rudy's outbursts stick out like a sore thumb and make him hard to root for.  That said, Rudy's attitude can't ruin Monster Hunter Stories 3's beautiful cutscenes. Capcom overhauled the game's visual style for the third entry, and it was a fantastic choice. The world's colors are still bright and vibrant, but with a bit more of a realistic edge. However, I reviewed the game on Switch 2 and regularly encountered textures popping in after fast travel or during in-world cutscenes. While noticeable, I never found it too distracting, especially since the pop-in was never present in combat. Battle animations are fluid, and I have a particular soft spot for the Kinship Skills, flashy ultimate moves with a surprising amount of visual variation. The Monster Hunter Stories series has always done a successful job at translating the core games' action into a turn-based format, and Twisted Reflection is no exception. Weapons are adapted faithfully; it's easy to recall one's strategy with a weapon in the main series and convert those same actions into a turn-by-turn sequence of moves. The Stories series also uses a rock-paper-scissors formula for move styles; when you and a foe attack each other at the same time, your move type determines whether you deal or receive extra damage. Power beats technical, technical beats speed, and speed beats power. Monsters typically pick one style of move to use the whole time and switch to another once they take damage. It adds a level of complexity to battle I grew to enjoy, especially once I could quickly suss out which monster would use which type of move. When you also account for the elemental type associated with each weapon or Monstie attack, combat offers a great deal of engaging layers. My fights did grow mildly tedious and frustrating over time, however. Late-game encounters are especially long, and individual attacks sometimes feel like they're barely making a dent in a foe's health bar. Some enemies in the final chapters also deal ridiculous amounts of damage, and there were at least two times I was faced with massive level jumps in my closing hours. Both instances forced me to spend a few hours grinding sidequests to match their power levels, which really interferes with the story's momentum.  Side content is generally simple and forgettable, but I was fond of the companion side stories. As the prince/princess, you're joined on your quest by five allies, and each has four chapters of character-specific side quests that unlock as you progress. Some characters don't get much time to shine in the main story, so I'm glad to focus on them in lower-stakes missions that feel like pleasant filler episodes of a TV show. The rewards are worthwhile too, unlocking some key mechanics, like crucial crafting recipes, as well as significant upgrades for each ally and their Monsties in battle. You'll likely spend the rest of your time raiding Monster Dens to recover eggs, which hatch into Monsties that you can add to your party. You can also release these Monsties into the wild, expanding their population and improving the quality of the eggs you can find. It's a relaxed and satisfying grind, well-suited to do while listening to a podcast. It also helps that hatching eggs reveal cute baby versions of some of the series' most iconic monsters, which I never tired of discovering. It's a common theme for the Monster Hunter series, but I appreciate that an environmentalist ideology permeates just about every element of Twisted Reflection. It gives the game and its characters a strong sense of purpose that makes the world more believable. Hatching eggs and releasing monsters back into the wild shows the characters actually care about the local habitat – a fact that is often hard to grasp in mainline games where so much focus is put on slaying. Twisted Reflection also introduces an invasive monster system, where defeating environment-disrupting creatures can allow rare, endangered species to return to an area. It's exciting to discover new monsters, but the system isn't necessary to engage with outside of a few story moments, so it's easy to accidentally ignore the mechanic if you don't seek the monsters out. My grievances with Monster Hunter Stories 3 are relatively minor. It's an RPG that plays it safe, and while that means it avoids massive missteps, it also fails to make much of an impression. Despite spending over 60 hours exploring its world, I don't expect to think much about Twisted Reflection now that I've rolled credits. Still, its good outweighs its bad, and I don't regret my time in office as the prince of Azuria. At the very least, it was a joy to look at. Score: 7.5 About Game Informer's review system
Game Informer ReviewsMar 10
Fatal Frame II: Crimson Butterfly Remake Review
Fatal Frame II: Crimson Butterfly Remake ReviewIt's not a flawless photograph, but this remake is memorable, terrifying, and artistically stunning.
IGN PC ReviewsMar 10
Fatal Frame II: Crimson Butterfly Remake Review - Frustration Behind The Camera
Fatal Frame II: Crimson Butterfly Remake Review - Frustration Behind The Camera Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, Switch 2, PC Publisher: Koei Tecmo Developer: Team Ninja Fatal Frame II’s reputation has always been intriguing. Hyperbolic phrases like “the scariest game ever made” have often been associated with the 2003 PlayStation 2 game, and I can frankly understand why after playing the remake. Fatal Frame II is frightening with its near-constant jump scares, oppressive atmosphere, difficult enemies, and arguably too much darkness. But more so than fear, the emotion I frequently grappled with was frustration.   Fatal Frame II: Crimson Butterfly Remake, like the original game, follows twin girls Mio and Mayu as they explore the haunted Minakami Village, a town that is just absolutely lousy with angry ghosts. The narrative, though intentionally vague and sometimes confusing, is engaging and follows the young girls as they grapple with the terrors of the village, its history, and a looming murderous ritual they must perform that sounds unpleasant. The quiet mood of Crimson Butterfly and the characterization of the sibling relationship are well executed, but fighting with the ghosts – the primary action of the game – is frustrating and usually ruins the mood. The basic idea of using a camera to defeat attacking ghosts is a strong one, as it was when the franchise debuted with the first Fatal Frame in 2001. Looking through the lens as a ghost ambles toward you and holding out until the last second to “fire” off a shot is scary. But every encounter with a ghost takes too long. The initial encounter with every enemy is tense and fun, but the longer you spend taking pictures of the angry ghost lady with the big sleeves, the less scary she gets. I was so frustrated by the time it took to destroy a ghost, especially early in the game, that I worried I fundamentally misunderstood the basic concept, re-reading the tutorials and even looking up gameplay from the original game. But no, it’s by design.   Adding more than one ghost to the mix also just ups the annoyance rather than the terror. Running back and forth to each side of a small room as multiple ghosts trade off trying to grab you in a rhythm not conducive to photographing either of them stops being scary almost immediately. I am attempting to defeat the lingering souls of the undead, not trying to offer them multiple angles for an Instagram post. And then, sometimes, the ghosts will become Aggravated, recover their health, and take even less damage from your photographs. Using the in-game term Aggravated is actually perfect, because it’s how I felt every time it happened. I would be okay with the challenges of fighting and photographing the ghosts, but it always hindered the fear factor tremendously, making every encounter less scary the longer it went on. Upgrading the camera and becoming a better photographer over the course of the game certainly helped with my annoyances, but I was never able to fully overcome them. The jump scares are also overbearing and too frequent. Fatal Frame II relies heavily on them to unsettle the player, but they’re excessive. Reaching for items can lead to a jump scare; Opening doors can lead to a jump scare; Looking through the lens at an enemy also frequently leads to jump scares where ghosts will suddenly apparate right in front of you and scream in your face. It’s an unavoidable attack that can’t be predicted, which made me mad instead of scared. It doesn’t take long to recognize all the jump scare tricks being broadcast, and though it’s hard to deny they are effective and made me yelp, they quickly feel cheap and manufactured.   I like the setting and characters of Fatal Frame II. The quiet moments between photo-combat and jump scares are moody and ethereal in a way I admire. The overall stability of the game is perfunctory, to be polite, and the load times are long (but infrequent), but I do like how the game looks and the delicate performances of the dialogue. I don’t mind spending time in Minakami Village (even if I never, ever want to go there in-person), but the majority of Crimson Butterfly is spent behind the camera, which is where I was the most frustrated and, importantly, not scared. Score: 6 About Game Informer's review system
Game Informer ReviewsMar 9
Monster Hunter Stories 3: Twisted Reflection Review
Monster Hunter Stories 3: Twisted Reflection ReviewA perfectly integrated gameplay loop in a bright, fun monster collecting experience.
IGN PC ReviewsMar 9