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.
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
Review: Monster Hunter Stories 3 Feels More Like a JRPG
Review: Monster Hunter Stories 3 Feels More Like a JRPG When it came to the first two Monster Hunter Stories games, I always felt like they seemed like the sorts of stories you’d see in shonen manga or anime with something of a Pokemon collectible creature element. Yes, characters stayed viable for longer. But it always seemed to be about a beginner journeying, finding new Monstie friends, and ending up the very best. With Monster Hunter Stories 3: Twisted Reflection the tone is far different and the execution makes early-game creatures feel even more viable, resulting in a spin-off that feels much more like a traditional JRPG. Especially since the scope can feel a bit larger in this installment and like our human allies matter more. This starts with a more established avatar. As Monster Hunter Stories 3 begins, our protagonist is the prince or princess of the kingdom of Azuria, is an established Rider who is partnered with a Rathalos, and is the head of a preservation group known as the Rangers. Aside from some turmoil as a child, which resulted in their Ranger and rider mother the queen leaving with said Rathalos’ twin so it couldn’t be executed, our character’s had a pretty routine royal role. However, when an envoy from the neighboring kingdom of Vermeil, which their mother hailed from and isn’t on the best terms with Azuria arrives, that’s shaken up. A crystalline encroachment is killing people in that nation and headed toward Azuria. Princess Eleanor wants to head to the Northern Meridian, something that’s forbidden due to a covenant with the Wyverians, to search for answers and a solution.  https://www.youtube.com/watch?v=02Pf_OHXDHg The result leads to our avatar, Eleanor, and the members of the Rangers heading on a journey across the country with their Monsties in search of answers. While past games did involve these sorts of extended quests to different regions and biomes, Monster Hunter Stories 3’ s quest feels more poignant for a number of reasons. One is the greater importance lent to the human characters. There are side-stories for each of the Rangers that feel like loyalty missions due to the insights they offer into their backstories and the power-ups that result from spending that extra time running their quests. Another is the narrative in general. There are quite a few twists to things. One feels a little telegraphed. Others are a little deeper. What really happened? Why are those Rathalos considered cursed? The heavy focus on restoration is also a key part, since we aren’t trying to catch ‘em all just to have them all.  By the way, said Rangers? They're great. Like there's a fantastic selection of monsters in this entry, which is fun. But I loved spending time with Simon, Gaul, Kora, Ogden, Thea, and Eleanor. Each one feels very well-rounded and realized. Anyways, it’s interesting since that restoration element is so tied in to helping boost our possible rosters and keep Monsties we already started raising in Monster Hunter Stories 3 viable. As an example, I used my starting Tobi-Kadachi all the way into the endgame, as well as an Palamute I got not long after. Rite of Channeling allows you to arrange abilities on a grid to get bonuses for matching elements or types of attack in a row. You can use that to switch around existing ones or take genes from other monsters you hatched to bolster existing characters. Releasing ones you raised back into the wild is a major gameplay mechanic as well, resulting in finding new variants of existing creatures that could be handier. Also tackling invasive species and bring back extinct ones feels satisfying.  Images via Capcom Said monsters also feel more useful in Monster Hunter Stories 3 . As in past games, creatures possess abilities that allow you to better explore environments. In past games, I sometimes tended to ride because it was faster for getting around. Here, we’re constantly climbing up walls, burrowing to new areas, swimming on the backs of creatures, blasting other monsters or rocks, and even gliding to get around spaces. It’s a lot more dynamic, and I felt like I genuinely planned my team around exploration utility and combat prowess due to how often I’d switch who I’d be used to accomplish goals.  This of course lends itself to combat as well. Monster Hunter Stories 3 combat functions like past spin-offs, with the game possessing a “weapon-triangle” in which speed attacks beat power ones, power bests technical, and technical wins against speed. Likewise, enemy monster parts can be weak to three types of damage, such as arrow or gunlance pierce, sword or katana slash, and hunting horn or hammer slam. When you go into a fight, you have your avatar and one of their monsters and one of your Ranger partners and their monster. Each “team” gets three hearts signifying how many times they can be knocked out before a battle ends. You need to keep an eye on who is planning to attack your team to counter, and also be aware of what “type” of attacks that opponent likes to use so you have the right creature out. Not to mention that when pressured or under the influence of crystals, the opposing monsters’ attack patterns will change. As you fight alongside your monster, you might “team up” if you both attack the same part at the same time, and once a gauge fills you can “ride” on them and eventually unleash a stronger special attack at your leisure. I genuinely love the combat system, but I will admit there’s one element of it that gets to me. I found it moved really slow. While Monster Hunter Stories 3 did feel more like a JRPG to me than past games, I didn’t really hit that point where fights became quick and easy. It’s always going to be a while. (Though at some point, when you return to certain areas or get strong enough, some smaller opponents can be immediately KO-ed if you slam into them outside of battle.) There is a speed up toggle, but that doesn’t do much. This leads to fights feeling a little repetitive and like they can drag on. Images via Capcom Speaking of repetitive, that’s also what the egg-acquiring experience can feel like in Monster Hunter Stories 3 . Which isn’t all that dissimilar from past entries, but it seems a bit more pronounced here. When you find a den, either in the wild or via a monster retreating to it due to your actions during a fight, there are essentially a handful of set “arrangements.” The various gathering points are always going to be in the same spots. The nest will be in the same spot. If you spend too many chances choosing which egg you take, the monster will “return” from the same position. It’s also very a forgiving game when it comes to the creature realizing, “hey, there’s a human here stealing my eggs,” which meant I basically always stayed until I got one that was glowing.  I will say that makes it very easy to find what you need for side quests. The ones not tied to Rangers often involve retrieving certain eggs, getting certain materials, dealing with specific monsters, or seeing a notable creature in the environment. Since all of these elements are pretty easy to find in dens and areas once you’re familiar with a spot, it makes those extra errands pretty simple. Likewise, it helps when crafting new weapons or armor, since getting extra parts is a simple enough task.  Monster Hunter Stories 3: Twisted Reflection feels like it prioritizes story, characters, and combat in a way that makes the game feel even more like a JRPG. It’s another strong entry in a series of great Monster Hunter spin-offs for certain. I do wish there was a bit more diversity when it came to den design. And while combat is fun, it can drag on a bit. Still, it’s quite enjoyable and well worth your time. Monster Hunter Stories 3: Twisted Reflection  comes to the Switch 2, PS5, Xbox Series X, and PC  on March 13, 2026 , and a demo is available.  The post Review: Monster Hunter Stories 3 Feels More Like a JRPG appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 9
Monster Hunter Stories 3: Twisted Reflection Review - Monstie Mash
Monster Hunter Stories 3: Twisted Reflection Review - Monstie MashMonster Hunter Stories 3: Twisted Reflection is Monster Hunter firing on all cylinders. It takes Monster Hunter's core loop and molds it into a fantastic RPG with flexible turn-based combat, an engrossing story, and a captivating world. Its onboarding isn't the smoothest and some grinding can throw off the pace, but once Stories 3 settles into a rhythm, it's tough to put down. There's always one more monster to slay, one more den to raid, or one more quest to complete. This momentum builds into an explosive third act that I won't forget anytime soon. You play as the prince or princess of Azuria, a prosperous kingdom on the brink of war with a neighboring nation. After negotiations between the two kingdoms fail, you and your party set out on a globetrotting adventure to understand the root of the struggle. It's an intriguing setup that sidesteps a lot of RPG tropes by putting the conflict front and center early on. Vermeil, the neighboring nation, isn't painted as a ruthless power-hungry aggressor: Their land is being torn apart by the Encroachment, a crystallization phenomenon that is spreading across their kingdom. This complicates both sides' motives from the outset, and adds shades of gray in what could have otherwise been a clear-cut good vs evil premise. What really humanizes the Vermeil, though, is Princess Eleanor. In order to deescalate the war, she voluntarily puts herself in Azurian custody in order to buy the party some time to reverse the Encroachment without resorting to an all-out conflict. While you never actually visit Vermeil, Eleanor uses food to paint a vivid picture of what it was like growing up there. Meals have always played an important role in Monster Hunter, so it's clever how they're used to tell her story to the player. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 9