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.
Project Motor Racing Review
Project Motor Racing ReviewProject Motor Racing feels like an early access game that hasn’t actually been identified as such, and is simply not a better racer than its 2017 ancestor Project CARS 2.
IGN PC ReviewsNov 28
Review: A Better World Leaves You Questioning Choices
Review: A Better World Leaves You Questioning Choices With the concept of time travel also comes the supposition that the act could be used for the greater good. If someone who knows the outcome of certain events travels to alter them, would we be better off? Ludogram and ARTE France offers a chance to see if that could be true with the visual novel A Better World , though it quickly becomes a moral lesson both about what comes from messing with the established order and allowing a corporation that kind of power. A Better World begins with our avatar joining the titular organization. On the surface, it operates as an insurance company. It’s secretly using time travel technology to allegedly make a “better” future. We start at the lowest possible rung with the mascot “advisor” program Globos assisting us with the “easy” tutorial task “Make Someone Ordinary Extraordinary,” but quickly end up dealing with larger scale decisions even in that first assignment. Doing well sends up us the ranks, making bigger scope changes to the world like eliminating junk food.  https://www.youtube.com/watch?v=_-OGlBehsy8 While we can look out the window to the right of our station in A Better World , much of the game tasks us with reading missives on a station and making decisions based on little information. For example, the best way to explain is to look at that first task. Our goal is to “Make Someone Ordinary Extraordinary,” and Globos looks out the window to pick out Henry Hellman. We then go to various points in his life to make him a business, cinema, or musical icon. His parents owned a grocery store, which was about to go under, so trying to influence the course of that business via regulations or adopting a new direction are an option. When televisions end up in every home, we can embrace that. However, there’s also a possible love interest and person in the same building named Anna Huang, and the effects of altering Henry’s life can change hers and fulfill unknown conditions that lead to another ending that fills the requirement. Since the sweeping choices offered by the company could also affect the world, like trying to head off the JFK assassination or “banning selling products at a loss,” it could also mean major tampering just to fill a small request.  Very early on, it means seeing sweeping repercussions. Which is interesting! It also means heavy-handed, implied commentary on decisions and time-traveling early on. I didn’t mind this, but someone looking for nuance won’t exactly see it here. The idea in A Better World is using the visual novel to offer choices that clearly have the game suggesting that choices matter and can go awry immediately.  Images via Ludogram and ARTE France Said repercussions are mainly brought up via dialogue on the computer screen, and it can be perfunctory. We’ll get a summary of results and see how that affects our next jump or choice. So a possible outcome can be ruled out very quickly. This ensures some replayability, though it isn’t very easy or fast to skip through to unseen text. Since the game itself can be completed in under three hours, that isn’t a huge deal. The scene outside the right window can also shift, but I really only found that interesting when it was a big alteration.  There are some elements of A Better World that made me wish there was either more to it or that elements were handled better. It isn’t really well optimized for a controller, though it can run on a handheld gaming PC like a Lenovo Legion Go with no issues. This can make toggling through all the console buttons a bit cumbersome. I also wish there was a designated Globos button so I could tap that to check in with her or continue her commentary, since there are a lot of times when you need to consult with the mascot in order to advance the story. Since there isn’t a designated button, that means moving back from the terminal, moving to look at her and focus on the mascot, click, then turn back to the console, focus again, and return.  Images via Ludogram and ARTE France I also think A Better World would benefit from more information being offered for each major decision in the game. Considering the choices we make affect the future and this is a company with access to time travel, I suppose I expected a little more insight or opportunities to get context for the choices I’d make to meet goals. Especially if some of the elements involved moments in actual history. Instead, we’re occasionally offered only a sentence or two. A little more insight into individuals, locations, and situations would be great, as otherwise decisions can feel rather arbitrary until you make one that sends you to a premature end and forces you to rewind.  The idea behind A Better World is interesting and the morals make sense, but the game’s execution could be improved. A little more time could have been spent building up to the choices and better explaining and sitting with the repercussions so our ensuing decisions carried more weight. A few quality of life adjustments that would make it easier to go through when replaying or move things along at a better pace would be appreciated too. The ideas explored and way of handling situations is thought-provoking, at the very least, and the free demo should help someone see if it is for them. A Better World is available for PCs, and there is a free demo for the game on the official site . The post Review: A Better World Leaves You Questioning Choices appeared first on Siliconera .
Reviews Articles and News - SiliconeraNov 27
Call of Duty: Black Ops 7 Zombies Review
Call of Duty: Black Ops 7 Zombies ReviewThis year's iteration isn't bad, but it feels like a remnant of something greater.
IGN PC ReviewsNov 26
Review: Demeo x Dungeons & Dragons: Battlemarked Is Generally Sound
Review: Demeo x Dungeons & Dragons: Battlemarked Is Generally Sound Demeo first appeared as a Dungeons & Dragons style tabletop RPG with strategic elements for the Quest, PSVR, and PC headsets, but it wasn’t explicitly tied to that series. That changed with the follow-up Demeo x Dungeons & Dragons: Battlemarked . Resolution Games has the support of Wizards of the Coast now. It doesn’t change the experience much, beyond names for certain classes and places from D&D implemented, and the experience remains as solid as ever. Demeo x Dungeons & Dragons: Battlemarked comes with two campaigns and six heroes. The first is Embers of Chaos, which features the elves of Neverwinter and humans of Neverwinter about to go to war after the humans broke a contract and started logging in the woods, but there may be some other forces also trying to disrupt the peace. In Crown of Frost, Icewind Dale is potentially under attack, and our heroes join the forces to investigate the situation and fight back. As you go through sessions, there will be both mainline campaign quests and some supplemental missions for other NPCs.  Images via Resolution Games The characters available for each run are a Dragonborn Paladin, Dwarf Fighter, Elf Bard, Halfing Sorcerer, Human Ranger, and Tiefling Rogue, with up to four human players able to play in each session. If you have fewer than four, then there is one “main” character controlled by each human and the remaining party slots are “hirelines” that don’t level up. Those that do level up have some specialization and update options. However, all characters regardless of whether they are standard or hireling do have the options to get more cards in their 10-card deck to change their moveset. Once you head into a quest, regardless if it is a mainline mission or optional task, you’ll get a few cards dealt into your hand. (You can only see ones held by your main character and hirelings and can’t see what other players have.) The four characters in your party will act one after another, able to move within set areas on the grid and use abilities represented on their cards to act. All classes fill their traditional roles from D&D . Once everyone in the party acts, the enemies take their turn. This continues until the stage’s objective is complete.  It works well! There are cards that are permanent and others that are single-use, leading to a sense of balance. We also gain new ones at a steady rate, and it seemed like about once per campaign mission or so it would come up. It’s easy to investigate cards before using them, and placing them on the field to attack is simple enough. Being able to have a full party of four regardless of how many human players are there? Also great. Some genuinely tricky situations can come up too. Images via Resolution Games There are some elements in Demeo x Dungeons & Dragons: Battlemarked that can feel a bit awkward. All of which you’ll, unfortunately, encounter at some point due to the ways campaigns work and the lengths of them. The most frequent issue I encountered is that the zoom feature effectiveness varies. Sometimes, it works wonderfully and I can get as close or as far as I need. However, there are occasional maps, usually the smaller ones, which seemed to lock me into a certain position and wouldn’t let me focus in enough to get more precise positioning.  Some quest item appearances also seem random. For example, in one situation our party was tasked with finding pieces of sheet music for an NPC side quest. We loaded into a campaign quest map and, initially, I saw the piece of sheet music in a position there. Due to a technical issue, we ended up needing to remake the room and return. When we loaded up the save before that fight and went in, there was no sheet music there that time. Speaking of technical issues, that’s the other awkward elements. There’s no way to assign hirelings to specific individuals. When you first make a room and head in, it will clearly assign folks to people. So if there are two folks playing, each will control one hireling. If, say, a person drops out, then needs to get the code again to pop back in, when they do rejoin the match and map, they will have no hireling assigned to them and it is impossible to go into any menu and place them in charge of that character.  Images via Resolution Games While getting the D&D license for this VR strategy game is nice, Demeo x Dungeons & Dragons: Battlemarked ’s appeal lies in it being an enjoyable multiplayer tactical adventure. There are a few cumbersome elements, like the hireling assigning issue, that I’d love to see worked out in later patches. But what’s here works well and is enjoyable, especially if you have at least one other person to play with.  Demeo x Dungeons & Dragons: Battlemarked is available for the Meta Quest headsets, PC headsets via Steam, and the PS5’s PSVR2.   The post Review: Demeo x Dungeons & Dragons: Battlemarked Is Generally Sound appeared first on Siliconera .
Reviews Articles and News - SiliconeraNov 26
Kirby Air Riders Review - Star Ships We're Meant To Fly
Kirby Air Riders Review - Star Ships We're Meant To Fly Reviewed on: Switch 2 Platform: Switch 2 Publisher: Nintendo Developer: Bandai Namco, Sora, Ltd Rating: Everyone 10+ "Waddle Doo!" I cheer at the top of my lungs. I just lost an online race in Kirby Air Riders, but I couldn't be happier. All week, I've been trying to unlock Waddle Doo by using a specific item in a specific mode, and have been so unlucky in finding it that this otherwise insignificant race has become a massive achievement. Kirby Air Riders, the latest from beloved game director Masahiro Sakurai, is filled with moments like this. The game overflows with his signature style, making bold creative choices even if it limits the game's appeal to a slightly narrower audience. The original Kirby Air Ride on GameCube is a racing game that uses just one button, and the sequel adds a (rarely used) second button. These barebones controls imply that the gameplay is similarly simple, or perhaps even boring, but that couldn't be further from the truth. Because the B button drifts, charges a boost, inhales enemies, uses copy abilities, and drops you mid-air, the timing and duration requirements are precise. Anyone could pick up Kirby Air Riders and get to the end of a race, but it takes a few races to get the hang of it, and the skill ceiling is sky high. Machines also come in several categories – stars, wheelies, and tanks, to name a few – and they all drive differently. Even among these categories, each machine has different stats (of which there are nine) and bespoke abilities, which can range from getting unique boosts to completely reworking the drift mechanics. The same is true for the game's roster of 20+ playable riders, which combs every inch of Kirby's lore for characters. For every Meta Knight and Waddle Dee, there's a Scarfy or a Rick, and you will undoubtedly learn the names of Kirby enemies you've seen a million times and never thought more deeply about. Riders also have unique stats and abilities, along with their own special ability that charges up during a race. While it's a boon for Kirby fans and those who like unlockables, this huge variety can make the game overwhelming to new players. In single player, the rider and machine select screens show stats and abilities for each option, but once you add more than one player in the mix, it creates a condensed, Smash Bros.-like select screen that hides the finer details. Unless you warn a friend that the cool-looking Bulk Star has a unique acceleration mechanic, they'll hop into the game and be confused as to why they aren't moving. The right machine can make a massive difference, and if I hadn't been the one to unlock them, I'd be frustrated trying to find the one right for me without seeing a tutorial. These riders and machines can be used in one of four main modes. Air Ride is a standard race, with six riders and a series of gorgeously designed tracks, each of which bombards you with color, style, and catchy soundtracks. Top Ride is a condensed, top-down view of the game that simplifies the controls even further, and while I initially wrote it off, I grew to find its bite-sized competition exciting. City Trial is a longer competition, with players exploring an open map to collect upgrades before a big event at the end, which can include races, battles, gliding challenges, cooperative boss fights, and much more. Of the included modes, it's my least favorite to play alone, as the repeated city exploration gets stale after a while. You can play any of the aforementioned modes online, but be prepared to wait. It typically takes a few minutes to be placed into a match of any kind, and I spent more time waiting than actually playing. Finally, there's Road Trip, Kirby Air Riders' solo story mode. Like all Kirby lore, it starts cute and whimsical and somehow ends up dark and apocalyptic, a tone I greatly enjoy. In Road Trip, the player travels long stretches of highway, encountering micro-challenges along the way, like the stadium challenges at the end of City Trial, all while being pursued by the mysterious Noir Dedede. It only takes about two hours to complete, but I almost can't imagine doing it all in one sitting. The pace of minigames is relentless, and by the end, they bleed together and feel a bit repetitive. Still, it's a mode worth checking out, as it's arguably the best time I've had with Kirby Air Riders while playing solo. The game's wealth of achievements and unlockables is my other favorite part. There are hundreds of challenges, divided up by game mode, for the player to complete, with unlocks ranging from stickers and decals to courses, riders, and machines. The first dozen races in any mode are almost guaranteed to complete a handful of goals, and after that, it gives constant reason to go back and try another course or another rider one more time. Having so much to unlock is nostalgic, as many modern multiplayer games aim to even the playing field and get you competitively viable as soon as possible. It also makes you appreciate each of the game's elements a little more, since they're unlocked one at a time. I don’t think I would have cheered "Waddle Doo!" the way I did when I unlocked them if they had been an option in the character select screen from the start. Kirby Air Riders is an inflexible experience, forcing the player to learn its mechanics and engage with all its modes to get the most out of it, and it's a better game for it. Its gameplay is simple to learn but hard to master, and with such a variety of machines and modes, there are a lot of different definitions of what that mastery looks like. It's a game with a strong, unique identity that likely won't unseat your favorite racing game, but it isn't trying to. Kirby Air Riders is a star shining for no one but itself, and I can't help but respect it for that. Score: 8.5 About Game Informer's review system
Game Informer ReviewsNov 26
Cricket 26 Review
Cricket 26 ReviewCricket 26 is a bit like fledgeling Aussie opener Sam Konstas – undoubtedly capable of genuine brilliance in bursts, but still clearly a work in progress not quite ready for the top of the order.
IGN PC ReviewsNov 26
Constance Review - Burnout Never Looked This Good
Constance Review - Burnout Never Looked This GoodIn Constance , you play as the titular heroine. Or at least a mental stand-in for her as she explores the furthest corners of her impressive mind palace--a surprisingly beautiful backdrop for a 2D action-adventure game that delves into the trauma of burnout. Armed with nothing more than a paintbrush, Constance bashes and dashes through the physical manifestation of her decaying mental health and clashes against her inner demons. It's a narrative with memorable moments but not an abundantly clear throughline, and an adventure that makes a few missteps throughout. Still, when Constance slows down long enough to allow you to appreciate its splendor and think through its platforming puzzles, it's often a marvel to behold. The story of Constance draws clear parallels to the likes of Celeste or Tales of Kenzera: Zau , dispensing emotional gut-punches in the quiet moments between the frenetic platforming. But unlike these comparisons, Constance's story isn't linear. This greatly enhances the game's metroidvania inspirations, opening up the beautifully hand-drawn world to be explored and overcome in nearly any direction you want after beating the first boss, but it makes it harder to follow the protagonist's growth and relate to her overall journey. This is a really pretty game. Compounding those problems, none of the characters in Constance are all that memorable or feel enough like people. Many of them ask Constance for help with their problems--which play out as optional side quests--but these quests don't lead to substantial revelations or gift anything necessary to beat the game. The quests (and thus the characters) feel like unnecessary fluff and are subsequently not important enough to interact with. Perhaps more of a selfish desire on my part, but it's such a shame how little there is to the story's characters. Without anyone for Constance to narratively bounce off of, it leaves her feeling flat as well. The situations we see her endure in her real life are still emotional, but because Constance doesn't feel like a person, they lose the relatability. I cared less and less about Constance as the game went on, playing the game for the pleasure of beating a platformer, not to meaningfully engage with its narrative of burnout. Continue Reading at GameSpot
GameSpot - Game ReviewsNov 25
A.I.L.A review — A genre-bending adventure that’s sorely missing its nightmarish code
A.I.L.A review — A genre-bending adventure that’s sorely missing its nightmarish code Technological dreams and realities morph into one as something sinister hides beyond the door you're too scared to open. Yet, A.I.L.A wants nothing more than to remind you of what's behind it. What mistake have you made, and just how far are you willing to go to escape your past? Thrown into the world of advanced technology, A.I.L.A sees you play as Samuel, a video game tester. With talks about a killer taking the eyes and hands of their victims, escaping into the virtual realm of horror felt fitting for the broken Samuel. One of the indie horror games I was most looking forward to playing this year was the November 25 horror release, A.I.L.A . A technological horror that blurs the line between the virtual world and reality, A.I.L.A throws you into different worlds in hopes of reminding you of a past Samuel tries so desperately to forget. A.I.L.A has a lot of ideas and doesn't suffer from them I see the lack of a map feature as a highlight of A.I.L.A . Screenshot by Destructoid A.I.L.A cleverly and effortlessly combines ideas and horror subgenres together without ever feeling confused. The inclusion of collectible hunting, both in the form of figurines and Red Wagon pages, strengthens the inviting level design throughout this title. The compact level design was tidy and polished, so much so that A.I.L.A doesn't provide a map. Surprisingly, didn't need it. I found myself easily getting through the game with little hesitation or struggle, as each level had good pacing and flowed well together. The problem is that while the setting and idea shift with each world you explore, the gameplay remains identical throughout. The survival and action horrors blur together, and outside of A.I.L.A 's promising opening, the one-note, unscary enemies appear in three forms: the small and common enemy, the larger and stronger foe, and the level boss. The format makes A.I.L.A repetitive and removes any challenge altogether. The puzzles are also simpler than most horror games, and the boss fights feature the same tiny arena, where running in a circle and turning to shoot is sufficient every single time . An intriguing karma system At its core, A.I.L.A is a story about grief, acceptance, accountability, and moving on. Screenshot by Destructoid While the game does offer narrative choices, each devolves into two obvious, binary moral options. The outcome of the game also looks at a final decision, where choosing the right option is as clear as Mass Effect 's Renegade and Paragon paths. Karma is not expanded upon further than the occasional choice and provides little depth to the story, for you're not shaping Samuel like a Quantum Dream game or Baldur's Gate . Your decisions are really about whether you accept or deny a truth you haven't yet learnt (but can easily guess). Truthfully, the karma system doesn't change much outside of which ending you get, but it's a fun inclusion. You're told very early on that A.I.L.A keeps track of your karma and listens to your feedback. This only seems to matter in the first hour, however. What seemed like a big selling point of A.I.L.A in its karma system (which had great potential) offered disappointment as it was underutilized. Unreal Engine 5 in full force (except the janky character models) Each setting is interesting enough to easily immerse yourself in. Screenshot by Destructoid The atmosphere you'd expect from a horror title was severely lacking. Outside of the first half hour of gameplay that clearly took a leaf out of P.T. 's book, the rest of A.I.L.A offered little tension as I breezed through each level, solving mostly easy puzzles and brute-forcing the rest, engaging in simple yet repetitive combat along the way. While I enjoyed the lore each level had to offer, I couldn't immerse myself in the story, for I knew they were created by the A.I.L.A. software. This is hopefully something only I noticed, but it's hard for me to invest in characters that are inconsequential to the overarching plot when their existence is purely video game filler. Like Inception 's dream-within-a-dream, no one cares for the extras that fill Cillian Murphy's subconscious, but rather the real people that are invading his mind. Similar to Cronos: The New Dawn, there is nothing new or inspiring in A.I.L.A Scripted chase sequences, slow-moving enemies, unchanging combat, and tiresome, poorly-designed boss fights quickly made A.I.L.A rather monotonous. Screenshot by Destructoid While I don't expect something original, borrowing so obviously from Resident Evil and Silent Hill , acknowledging the inspiration with references like Leon Kennedy's ID and combining the health item with a flower for increased effectiveness, makes A.I.L.A feel like a copycat. The P.T. -style opening sets up the usual psychological horror take, but it has unique elements in its use of glitches, televisions, and a remote control to shift reality. This, paired with the overall creepy sound design, gave A.I.L.A a strong start. It wasn't until I saw the ubiquitous mannequin that features in many indie horror games that my enjoyment dipped. Overtired, oversaturated, and sadly predictable—those were my thoughts an hour into A.I.L.A and remained until the end, eight hours later. I hoped the story would save the game, but it was clear from the start where it was headed. The reveal was expected, evident by the various hints thrown in your face from the onset. Most will quickly catch on if you're used to horror games. If you wanted a terrifying experience, you won't find it here. However, if you're not desensitized by horror as I am, then A.I.L.A should offer entertainment, tension, and intrigue with its narrative. Those who are fans of  P.T.  and  Resident Evil  should enjoy this title, so long as you're not looking for the next influential psychological or survival horror. The post A.I.L.A review — A genre-bending adventure that’s sorely missing its nightmarish code appeared first on Destructoid .
Reviews Archive – DestructoidNov 25
Review: Videoverse Feels Meant for the Switch
Review: Videoverse Feels Meant for the Switch Given that Kinmoku’s Videoverse is, in part, inspired by both Nintendo’s Miiverse and DS consoles, it seems only proper for the visual novel to be on one of the company’s devices. Fortunately for us, it now is. Even better, the fact that it’s also a thoughtful and nostalgic exploration of relationships on 2000s internet interactions and relationships means it feels even better to play on the Switch. It really is like we’re coming back to a period of time and moment in multiple ways due to the nature of it and this new port. Videoverse follows a young man named Emmett at a critical point of his virtual life. The Kinmoku Shark console, which looks a bit like a Nintendo DS, is home to a social network called Videoverse. It allows people to chat and post about games, not unlike Miiverse, Facebook, Myspace, and other types of social networks that appeared in the late 1990s and 2000s. The thing is, it’s also taking place at the dawn of a new console generation and when internet culture is starting to take a more antagonistic and pessimistic turn. We get to help determine how Emmett reacts to this transition and manages his relationships online. Screenshots by Siliconera This means that while Videoverse is a visual novel and tells a story about the sunset of a media platform and its effect on a teenager, it’s also about capturing a moment in time. It’s harnessing the feeling of the experience of using one of these early social media services and online console communities. The technical limitations of the time period are embraced with the art direction and nature of the pages and forums we explore. The conversations are taking place in those types of messengers. In terms of a recreation of the kinds of UI and forums from those time periods, it is on-point. It looks great, and the limited color choices and design directions do make this feel a bit like a time capsule. The primary narrative involves Emmett coming to terms with what is happening to Videoverse and exploring a potential relationship with Vivi, a fellow Feudal Fantasy fan and artist who posts in the community. However, it isn’t entirely straightforward. While we do interact directly with Vivi, Markus, Zalor, Lorena, Nobu, and his other associates, things are laid out in forum posts, instant messages, and notes Emmett takes on his own desk as things happen. It’s an interesting storytelling device.  Screenshots by Siliconera Especially as the nature of the narrative means the kinds of conversations and posts we’ll scour feel appropriate and highlight a sort of transition between time periods. As chapters go on, we can literally see the decline. Kinmoku’s captured it both in the amount of activity, responses from individuals, and ways in which “official” moderation slips, as well as in reactions from the people we meet. The downside to it all is that this can be a bit awkward in two ways, especially with the Switch version of Videoverse. The first issue is that the UI isn’t entirely friendly to navigate using only controls. It can be difficult to tell if a button is highlighted for example, and scrolling through different posts in a community with the analog stick or directional pad sometimes gets awkward and won’t go down far enough. Another issue is that sometimes when I’d respond with a DM, image share, or comment, a box with three white dots that acted as a loading message would appear on the bottom right side of the screen and take longer than usual to advance. Screenshots by Siliconera Speaking of advancing, there are times when Videoverse isn’t exactly intuitive when it comes to moving the plot along. It can seem like you’ve responded to everyone, commented where you could, and did all you can. However, if you try to back out of using the social network, Emmett will say, “I don’t want to log off Videoverse yet.” Which means you need to double back and check to see if there’s any place you can still comment, reply, or DM to try and move things along. I really appreciate how Videoverse does capture the spirit of older online gaming communities like Miiverse. It definitely feels like exploring online in the 2000s, when we needed to embrace limitations and do all we could to work within them. The ambiance is impeccable and really does recreate the atmosphere of a waning console community in that time period. There are some times when the UI and progression system can be a little user-unfriendly. But aside from those instances, it’s a bit like playing through a game designed to feel like a time capsule from an internet era. Videoverse is available on the Switch and PC . The post Review: Videoverse Feels Meant for the Switch appeared first on Siliconera .
Reviews Articles and News - SiliconeraNov 23
Review: Galaxy Princess Zorana Is a Worthy Heir to Long Live the Queen
Review: Galaxy Princess Zorana Is a Worthy Heir to Long Live the Queen Zorana will die. Probably a few times. I’m sorry, but that’s just how it will go. It’s not your fault. I’m sure you’ll do your best the first few times going through Galaxy Princess Zorana , but as a Long Live the Queen successor in the Princess Maker -like category, it’s going to demand foresight and planning that only comes from multiple runs. And there will be multiple runs, as each death will make you even more determined to help her reach any ending where she’s still alive.  The emperor of the Celestial Empire is dead. When inspecting a lab to see progress on a type of teleportation technology, there was an unfortunate accident. In the rumble, it was discovered he was gone. Not long before he did, he pulled his daughter Zorana out of boarding school exile. Which is good! It means there are options, especially as the prepared heir, her elder brother, abandoned the empire and was disowned in the process. The bad news is, as she was the “spare,” she never had any formal leadership training.  https://www.youtube.com/watch?v=5i3rwFg-2ZE This means it is crunch time in Galaxy Princess Zorana , as there’s a little more pressure when building her stats like in Princess Maker than there was in Long Live the Queen . The first order of business is to ensure she starts to get some experience in various categories that relate to book smarts, street smarts, emotional intelligence, physical prowess, governing, and actually managing intergalactic travel and rule. The second is to manage her mood in order to get boosts in certain topics to build her up faster. The third is to travel around the galaxy to build ties, meet electors, and create a cabinet of her own officials to aid her. The fourth is to stay alive long enough for all of that to matter and maybe get her elected to the role of Celestial Empire empress.  Compared to Long Live the Queen , there are already some types of quality of life adjustments in the actual scheduling element that help a little with Galaxy Princess Zorana survivability and personal development. It’s still putting a wall of boxes in front of us, which might be overwhelming! On the lefthand side, there are categories that feel like general knowledge she’d need that feature three specific spheres under them. So her Emotion area would feature Allure, Empathy, and Menace as areas to focus on, while Condition would involve Reflexes, Strength, and Tumbling. On the right are topics more focused on elements of ruling, like Bureaucracy, Galactic Relations, Imperial History, Intrigue, and Media. This time around, we always know what our subject’s mood is at the top of this grid. How that influences growth during that turn will also be immediately visible. If the background is green, it’ll result in a bonus if you study that topic during one of the two slots that turn. If it is a shade of red, you won’t do as well and it should be avoided. Images via Hanako Games The element of picking people for important roles to both ensure their votes in the election and offer support in different ways is also a boon. When we start the game, we pick a pet for Zorana that can help bolster two stats, making it easier to survive checks on them during events. When we pick cabinet members, their influence can also affect performance and provide a boost. However, it’s also important to know who to pick. Some folks will very easily support Zorana, which means you shouldn’t pick them. Others may have enemies of their own, and that makes her more of a target. They also might just have trash skills, which can hurt you.  As you’re probably gathering, Galaxy Princess Zorana is a game that will involve multiple playthroughs. The first two or three runs feel more like tutorials and learning experiences than genuine playthroughs. Those familiar with games like Long Live the Queen and Princess Maker will already be in a good place to approach Galaxy Princess Zorana and be fine, but for newcomers to the genre I imagine it will be daunting! Especially since, though there are some explanations, they aren’t especially extensive or helpful. Images via Hanako Games The general progression of a turn in Galaxy Princess Zorana follows a set pattern. You pick a destination on the Celestial Empire map. You pick two subjects to study that turn. You interact with people at that destination, which can involve investigating them, making a proposal to win them to your side, taking a side quest for them to prove yourself, proposing marriage, or blackmailing them. You also choose how she will spend some free time, thus changing her mood for studying the next turn. On some turns, you’ll be briefed about situations in the Celestial Empire that will affect your situation or require a decision, such as a potential hazard or a disease hitting a region. Other events can also come up when not studying, which in turn affect the experience. But about 50% of the time, maybe more, those events can end in death. Is Zorana too oblivious about a topic to realize somebody is a threat? Dead. Did you ignore combat skills? Very dead. Is she unaware of some spiritual element? Dead! Oh, you forgot to teach her about how the internet works with Media classes? That will kill her dead. You decided she should spend her free time writing in her diary alone in her room? Turns out she wasn’t alone and she’s dead! At least you might get to see some fun chibi art of dead Zorana whenever that happens! Images via Hanako Games Since Galaxy Princess Zorana is such a text-heavy game, the stories that come up need to be interesting to keep someone invested. Fortunately, the ones I’ve seen are fascinating. Early on, if you don’t invest in Empathy, you won’t pick up on folks’ intentions toward you when you first meet them, but I appreciated how even that could help set the tone for elements. The personal quests and “tests” from certain electors were interesting, and I loved how one basically involved helping a mother with her kid and, even if you aren’t perfect, there’s a pretty fun result. As expected from a game that can get quite political, there’s a lot of potential for intrigue here, and replaying can help provide opportunities in check out plotlines and learn more about some folks. The art is also pretty solid, and even portraits for characters like the Heru tend to have some distinguishing features for ones you should probably remember as a notable potential ally or enemy.  Because of the nature of Galaxy Princess Zorana , that does mean it isn’t going to be for everyone both due to the Princess Maker -like stat building demands and the Long Live the Queen degree of difficulty. Like it is the Dark Souls of simulations. When I played, I had a series of notes nearby to mark down areas I should focus on based on certain early altercations and experiences. I’d mention stat checks that came up a lot, so I’d know to invest in those. I’d mark down observations about certain electors and possible marriage prospects, so I’d know who was useful and dangerous. It demands patience and attention.  Galaxy Princess Zorana is a worthy successor to Long Live the Queen and a stat-management sim Princess Maker fans shouldn’t ignore. Is it harrowing? Absolutely. Will you need to keep notes and a slew of save files? Definitely. Is it worth all the trouble? I think so! However, if you’re unfamiliar with the Hanako Games’ previous entry or the genre, I’d recommend going with something more forgiving like a version of Princess Maker 2 or Mushroom Musume before attempting to help Zorana take the throne .  Galaxy Princess Zorana is available for PCs . The post Review: Galaxy Princess Zorana Is a Worthy Heir to Long Live the Queen appeared first on Siliconera .
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