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.
Review: BlazBlue Entropy Effect X Is a Solid Roguelike Action Game
Review: BlazBlue Entropy Effect X Is a Solid Roguelike Action Game BlazBlue Entropy Effect X is 91Act, Astrolabe, and Arc System Works’ attempt to make the original game a little more digestible and coherent and, while it succeeds in some ways, it still isn’t quite there yet. It’s an interesting roguelike along the lines of Astral Ascent, Dead Cells, or Icey filled with folks from the BlazBlue series as playable avatars. There’s tons to do if you want to max out every character. However, the story is still confounding even if you are familiar with the original fighting game and I suspect the Switch might not be the ideal platform.  One of the highlights of BlazBlue Entropy Effect X is a new story designed to more closely tie in to Arc System Works’ series. Our playable character is an amnesiac researcher known as Ace who is part of the DBS Project led by Dr. Mercurius, a woman who appears to have cat ears, similar hair, and two tails like Professor Kokonoe Mercury. The two are supported by people who seem to be inspired by or tied to Sector Seven members in some way. It is up to us to head into the Boundary to find the Shards of Possibility using the forms of various BlazBlue series avatars that we can build up with abilities on runs and develop for general, overall progress over time. https://www.youtube.com/watch?v=GIVQvCHDvmk The general premise behind BlazBlue Entropy Effect X is rather simple. Once you dive into the boundary, you select an avatar from ones you’ve unlocked. The thing about this part is that some playable characters are so much better than others that I’d consider them over-powered. Both Noel Vermillion and Ragna the Bloodedge qualify. The former is just great even from the start and not upgraded, while the latter is best if you focus on his universal. Once you really get accustomed to the flow of the game and his gameplay style, Hakumen is also up there. Depending on your builds, other characters can be viable, but there are some that are just so broken that I had trouble not going back to them for each run. Once you’re in a stage, it’s a bit of a halting process that feels similar to Astral Ascent. You’re in a very small stage with some platforms, and your goal is to defeat all enemies in it. Once you do, you’re able to proceed. That means picking a buff or improvement and your next room to visit. While this typically involves more small rooms that often look similar and have X number of foes to wipe out, there are occasionally the equivalent of shops, rest areas, and spots where you can pick a buff while also getting a debuff. All this leads up to reaching a boss and chance to get a new Shard of Possibility, which advances the story. When you eventually falter and fail, you’ll still build up the character via thing like inheritance abilities.  It’s very much a learning process, especially since BlazBlue Entropy Effect X is like the original in that it doesn’t explain its gains at the ends of areas well. There will be text explaining the additional effect or perk, but I didn’t find it especially helpful. I felt more like I was tossed in and expected to know what icons and elements meant, rather than gain any insight into what certain properties mean or how they benefit certain builds. Once you do work things out, it’s great. The game can be a lot of fun, you can work out some fantastic combos, and you’ll be speeding through stages once you’re settled in. But it’s a lot to take in, and it isn’t as well explained as I’d like. Images via 91Act Of course, that also applies to the story as well. I did play a bit of the original game, and BlazBlue Entropy Effect X does feel a bit more closely tied to the original series and its ideas. It’s an improvement, but I still didn’t find it incredibly compelling or feel it added to the overall history of that series. It’s more that I appreciate the effort. I will say that even though BlazBlue Entropy Effect X does run well on the Switch, there are times when I felt like I encountered a few technical issues. For example, in some event rooms there would be a fluorescent green box that clearly wasn’t intended to be in that position. On two runs, one  with Noel and another with Taokaka, I noticed some odd lag while fighting Arakune, but it didn’t come up during others. Not to mention the UI and text size isn’t exactly easy to ready when in handheld mode on the system.  BlazBlue Entropy Effect X is a generally sound roguelike with lots of references to the fighting game series. The story could be better, but at least this time around it feels more directly tied to BlazBlue . I did encounter some issues on the Switch, but they also seemed like problems that could be patched out along the way. If you’re into games like Dead Cells and Astral Ascent , it’s certainly worth a look. BlazBlue Entropy Effect X is available for the Switch, PS5, and Xbox Series X.  The post Review: BlazBlue Entropy Effect X Is a Solid Roguelike Action Game appeared first on Siliconera .
Reviews Articles and News - SiliconeraFeb 28
Marathon Review So Far
Marathon Review So FarThe first few hours with Marathon have left us wanting more.
IGN PC ReviewsFeb 27
Under Night In-Birth 2 Sys:Celes Review
Under Night In-Birth 2 Sys:Celes ReviewClassic 2D anime fighting game action with all the modern conveniences
IGN PC ReviewsFeb 27
World of Warcraft: Midnight Review So Far
World of Warcraft: Midnight Review So FarWoW's latest expansion has been a delight in its early hours.
IGN PC ReviewsFeb 27
Review: Gumball in Trick-or-Treat Land Has GBC Vibes
Review: Gumball in Trick-or-Treat Land Has GBC Vibes Exquisite Laundry Pet’s Gumball in Trick-or-Treat Land is a love letter to Game Boy Color RPGs. It’s the sort of game that doesn’t take itself too seriously, sticking strictly to a silly Halloween theme. Which can be quite fun, thanks to unusual characters, turn-based battles, and clever writing. However, the limitations also mean it might get a little frustrating. Gumball is an actual gumball. They were in a machine, but after you select a flavor (color scheme), you drop into Trick-or-Treat Land. You want to get home, but the Chaos Sweets are ruining everyone’s day. If you want a mysterious Scarecrow to use magick to send you back, you need to reach every Hallowed Patches to restore it, dealing with unusual enemies and making the world safer along the way.  https://www.youtube.com/watch?v=0tsOQlg5afQ It’s probably obvious after seeing some screenshots and that trailer, but Exquisite Laundry Pet went for a Game Boy Color aesthetic for Gumball in Trick-or-Treat Land , even adhering to those limitations so strictly that it is available on both a cartridge for Nintendo’s handheld and PCs via Steam . It’s the game’s greatest strength, I’d say. The restrictions forced the developer to get creative with its themes and gameplay, and when you keep that in mind with playing, it really does feel as though it’s calling back to that moment in time. The presentation and gameplay do remind me of what it was like to go through the Final Fantasy Legend or Magi Nation games. Still, even with needing to stay within certain boundaries, there is a whole potion ingredient and food and drink system and quite a few sidequests that unlock things like extra shops to add to its range. That is a bit of a double-edged sword, however. While Gumball in Trick-or-Treat Land is charming and features a surprising number of side quests in addition to the main storyline, it’s also very open-ended. You need to go everywhere and talk to everyone to figure out where the seven Hallowed Patches. On the plus side, finding quest items isn’t difficult and even the people you talk to who don’t offer valuable information have fun things to say. However, I do strongly recommend having a notebook nearby so you can jot down who wants what, where they are, and maybe even draw a lil’ sketch of their sprite to ensure you won’t forget their fetch quest.  Images via Exquisite Laundry Pet While things are very open-ended and require you to pay attention, the Gumball in Trick-or-Treat Land combat system is quite simple and sticks to the theme. As you’d expect from a Halloween-themed affair, Gumball uses treats in addition to spells and skills when fighting. The “treat” action is a basic attack that may or may not land, the abilities are also candy-themed items you pick up as you progress through the world and are far more reliable methods of defeating foes at the cost of MP. You’ll even eventually recruit partners who can join in the fight and help you out! The downside to it is, as this is a very freeform game where you aren’t told where to go and when, it’s very easy to wind up in an area with too-strong opponents and perhaps get frustrated by a one-hit KO. Especially when you’ll have only a few points of HP at the very start.  Gumball in Trick-or-Treat Land succeeds at keeping the Game Boy Color RPG vibe alive. It offers a lot to do while staying within certain limitations. However, those boundaries also mean it can sometimes be difficult to discern your next steps or running into fights you just can’t win at that point. Still, it’s a cute game and Exquisite Laundry Pet embraces that Halloween and GBC aesthetic. Gumball in Trick-or-Treat Land is available on the PC and Game Boy Color .  The post Review: Gumball in Trick-or-Treat Land Has GBC Vibes appeared first on Siliconera .
Reviews Articles and News - SiliconeraFeb 27
Review: Scarlet Hollow Proves Black Tabby’s Storytelling Prowess
Review: Scarlet Hollow Proves Black Tabby’s Storytelling Prowess Slay the Princess proved to be a stunning accomplishment for Black Tabby Games. The team crafted an exceptional story that defied expectations and felt like a refreshing addition to our visual novel libraries. Scarlet Hollow , an episodic follow-up, proves that wasn’t a one-off. The developer once again shows it knows how to handle compelling narratives with many possible outcomes. While there’s still The Final Chapters to close things out and we typically don’t review early access games here at Siliconera, I feel confident in already stamping a seal of approval on this already-impressive title.  You’ve never been to Scarlet Hollow. You know the Scarlet came from there and is renowned, or rather notorious, but your mother Vivian never brought you to her hometown. After learning your cousin Tabitha’s mother and owner of the town’s Scarlet Mine died, you take the bus in to stay with her for a week to be there for her and attend the funeral. However, something you soon learn your mother had good reason for leaving, as things are off in the small town. It isn’t that it’s a dying community with a failing mine. There are otherworldly and supernatural things going on, and it seems things will only get more dangerous the longer you stay. https://www.youtube.com/watch?v=pjBop46lTn8 While Scarlet Hollow is a traditional visual novel in that involves reading the story and making choices at certain points that change the course of relationships and directions, there are a few elements to it that almost make it feel a bit more like going through a D&D campaign due to the way you establish yourself early on. You aren’t a default and predetermined individual. You select two out of seven traits at the outset, which can determine different responses or possibilities when exploring the town and dealing with situations. So Talk to Animals perk  will let you talk to the critters around the area. (But at the same time, you need to be careful about doing so in front of people so they don’t get suspicious!) If you select Powerful Build, you’ll be able to get physical to solve problems.  Going with Mystical as one of your innate abilities means you’ll be more aware of the supernatural elements.  Another thing that makes Scarlet Hollow stand out is how involved the choices can get. With most visual novels, you make a choice and it sets you down a certain route toward a certain ending. (Black Tabby Games’ Slay the Princess worked like this.) But there’s so much going on here with a staggering number of variants that can affect certain outcomes, relationships with individuals, information you do or don’t possess, and possible options available to handle situations. I feel like sometimes it can feel more like an adventure game, given how often I’d need to think critically about how a choice might affect my character heading into future episodes in terms of their capabilities or potential allies and enemies.  Images via Black Tabby Games This is especially true with Tabitha, our cousin in Scarlet Hollow . While there are some more friendly and even romantic-leaning relationships with other characters, there’s a sense of nuance to the dynamic with her that really makes the game stand out. There are many times when I felt like choices I made or responses I chose, even if they weren’t directly to her, shaped her opinion of me. Given the connection throughout the episodes and storyline, it results in some fascinating outcomes. Even better, the reactions made me want to know what would happen if I did choose other extremes or possibilities. Which is another plus about Scarlet Hollow , as it’s evident this will be another Slay the Princess style game where Black Tabby Games makes replaying seem so appealing that it’d be mandatory. The number of cogs and factors here seem staggering. Especially when you factor in the traits. Different combinations feel like they could be so fun! I have two save files going right now with different builds so I can (hopefully) see two different endings from different extremes, but I’m still tempted to go through even more.  Images via Black Tabby Games Also stunning is the visual direction in Scarlet Hollow , as Black Tabby Games went with a similar artistic direction as Slay the Princess . There are occasional bits of color, which feel muted and sepia-toned, but it’s largely a monochromatic kind of affair. Everything looks hand-drawn and sketchy, like the kind of art you’d see used in dark, original Grimm’s Fairy Tales or the Scary Stories to Tell in the Dark illustrations. It’s eerie, haunting, and gorgeous. Between Slay the Princess and Scarlet Hollow , Black Tabby Games is fast turning into a developer whose titles you can’t afford to ignore. The creativity, character development, and world-building are excellent in this latest visual novel, and the degree to which our experiences can change based on our choices is astonishing. It’s so well-thought out and impressive, and a perfect example of “your choices matter.”  Scarlet Hollow episodes 1-5 are available in early access for PCs via Steam , and the first episode is free in the demo. The post Review: Scarlet Hollow Proves Black Tabby’s Storytelling Prowess appeared first on Siliconera .
Reviews Articles and News - SiliconeraFeb 26
Review: Resident Evil Requiem Delivers Consistent Fun
Review: Resident Evil Requiem Delivers Consistent Fun Despite its title, Resident Evil Requiem feels like a celebration of the series with its myriad mechanics from past titles. It beautifully blends different play styles in one coherent title, but what could have been the best Resident Evil game in the series is marred by its strange story. Grace Ashcroft is an FBI analyst and nervous mess. She's looking into a string of bizarre deaths, with all victims survivors of the Raccoon City Incident. After a new body’s discovered, her boss sends her to the Wrenwood Hotel, which happens to be the place her mother Alyssa (a playable character from Outbreak ) was killed. The investigation goes south, and the mysterious, creepy Victor Gideon kidnaps Grace. She has to use her wits and limited resources to escape. At the same time, Leon S. Kennedy is looking into the same deaths. His own probing leads him to meeting Grace and kickstarts his side of the tale. https://www.youtube.com/watch?v=fXVy4mALHLY As playable characters, Grace and Leon don't feel like they're in the same game. Capcom maximized the potential of Resident Evil 6 when it introduced the notion of different campaigns playing like different games. From things like the health meter and inventory UI to overall play style, there's barely anything in common between the two. Leon is faster and more agile. Grace’s segments feel a return to traditional survival horror while mixing in elements from the 2 and 3 remakes and Ethan Winters games. Leon’s segments feel straight out of Resident Evil 4 (remake specifically), 5 , or 6 . His new points-based customization system encourages you to kill enemies to rack up credits, which you can then spend on new guns or tune-ups. Grace feels unique for a mainline protagonist in that she only ever gets a handgun, forcing you to employ stealth and resource management. She relies more on crafting than Leon, as she can make powerful insta-kill items with Infected Blood. This is a new mechanic that involves collecting blood from specific locations or felled enemies and combining it with other items. Grace has a preset amount of resources available. You can kill everything. However, you might get stuck with no way around an opponent. Do you want to use your limited resources on this enemy now or sneak past it and hope it doesn’t bother you later? These questions are constant, making her levels exhilarating in a different way than Leon’s adrenaline-filled fights. Grace levels are also really spooky, especially during the first playthrough. If she's not navigating tight hallways full of enemies that might chase you into the path of more if they spot you, she's shuffling in the darkness while the game's invulnerable stalker stomps about. Capcom limiting her resources and firepower, forcing us to maintain a stealthier approach, is a smart way to stop the game from turning into action-horror. It kept me on my toes even on subsequent playthroughs. Screenshot by Siliconera Now, let's talk about the story. Well, the plot of Resident Evil Requiem is something . There's a lot I'd like to say! To sum it up, it's weird, and not in a fun way. There's a pervasive feeling of wrongness. Leon is a playable character, yet this doesn't feel like a Leon game. It's not because of Grace, either. Many of the events have more to do with the other core characters of the series than with him. There are also plenty of references that would confuse newer fans who got in after remakes, and some scenes may bewilder older fans. I do want to shout out Angela Sant'Albano 's incredible performance as Grace. She sounded like the voice director was actually forcing her to experience the horrors. Despite that, Resident Evil Requiem gameplay's really enjoyable. I feel it's the most consistently fun entry. Whereas previous games featured annoying sections that I despise replaying ( RE2R 's Sewers, RE5 4-2, and RE6 Jake Chapter 2), almost all the segments here were fun in their own ways. Though some are stronger than others, nothing is significantly better or worse. The game balance, both the difficulty and pacing, is immaculate, making it a comfortable game to replay. Performance-wise, the Switch 2 version is not fantastic. The frame rate consistently poops itself in the clinic’s Bar & Lounge. It sometimes drops during fights as Leon. That's annoying, but thankfully never fatal. As you might see from my screenshots, the game can look pretty chopped on the Switch 2. Screenshots by Siliconera Other graphical issues include Leon looking terrible with a gun strapped onto him. Instead of the strap of a gun going around him, it stretches out from behind like it’s T-posing. The game also bugged out so badly on me that I had to quit, as I couldn't even open up the main menu anymore. This was especially annoying, since the last auto-save had been before one of the more difficult segments as Grace, forcing me to have to replay it. Resident Evil Requiem feels like if Capcom took parts from 2R , 4R , 6 , 7 , and 8 , then sanded them all down to fit together. As a game, it might be the most fun installment I've played in a very long time. It combines both classic survival horror and fast-paced action-horror without feeling completely incongruent or like it's compromising something. Its strong level design is a promising step in the new direction the series is taking, yet it's dragged down only by a weak and forgettable story. Resident Evil Requiem will come out on February 27, 2026 for the PS5, Switch 2, Xbox Series X, and Windows PC. The post Review: Resident Evil Requiem Delivers Consistent Fun appeared first on Siliconera .
Reviews Articles and News - SiliconeraFeb 25
Resident Evil Requiem Review
Resident Evil Requiem ReviewLike the result of an experiment conducted in an underground Umbrella Corporation lab, Resident Evil Requiem successfully splices two separate strains of survival horror together into the one highly infectious new mutation.
IGN PC ReviewsFeb 25
Resident Evil Requiem Review - Two-Headed Mutant
Resident Evil Requiem Review - Two-Headed MutantThe Resident Evil series has a long history of struggling to find the right balance of horror and action, sometimes becoming massively successful and influential in either genre, and sometimes completely faceplanting after leaning too far one way. Resident Evil Requiem , the ninth mainline game in the series, sees Capcom dialing in the combination of those elements better than ever, though in a somewhat inelegant way. Rather than try to blend different elements of two different genres into a single experience, it just staples together two distinct experiences that each capture the best parts of Resident Evil--to the point where it is almost two separate games running in parallel. One game is a slow, frightening, gory haunted house story following an everyday person as its protagonist, hewing close to the horror-first approach of Resident Evil 7: Biohazard . The other is a fast-paced, panic-inducing experience starring an action-hero badass that draws directly from Resident Evil 4 . Requiem even lets you set different points of view for the separate protagonists, recommending RE7's first-person approach for horror and RE4's third-person camera for action, though you can use either for both. Disparate as they may be, though, both halves are extremely compelling. Requiem feels like Resident Evil's developers, for the most part, recognizing what they do well and leaning in all the way. The result is a game that's unwilling to leave the track set by its predecessors, but one that still provides an intense, often exciting ride. Continue Reading at GameSpot
GameSpot - Game ReviewsFeb 25
God of War Sons of Sparta Review - Fighting In The Shade Of Greater Games
God of War Sons of Sparta Review - Fighting In The Shade Of Greater Games Reviewed on: PlayStation 5 Platform: PlayStation 5 Publisher: Sony Interactive Entertainment Developer: Mega Cat Studios, Santa Monica Studio Rating: Teen I’ve been following the exploits of Kratos and his terrible, no good, very bad life since 2005. The God of War franchise has maintained an impressive level of action game quality for over 20 years while delivering an engaging, often emotional story. Sons of Sparta doesn’t fill in any important narrative gaps. It does offer a worthwhile look at a point in Kratos’ life before the gods decided to put him through hell (often literally), but the gameplay is frustrating and competing in a genre where it is simply not up to the task.   Sons of Sparta is framed during a time of relative peace in Kratos’ life. His first family is still alive, and he decides to tell his daughter, Calliope, a story from his childhood. An adventure he took with his brother Deimos. Greek-era Kratos is back, with his original voice actor, and for a longtime God of War fan, Calliope and Deimos are characters I have always wanted to spend more time with. Seeing a young Kratos, wholly devoted to the idea of being a good Spartan soldier when his anger and resentment were only simmering and had not yet reached full boil, is a treat. The narrative and characterizations are where Sons of Sparta shines. Catching little glimpses of the character Kratos will become is charming (he doesn’t think music serves any purpose beyond helping soldiers stay in step, for example). The stakes of the plot are low compared to other God of War games, but I was moved by the ending and learning how Kratos’ Spartan upbringing made him the god he eventually becomes. However, playing the game to get to those story moments is far less compelling. Sons of Sparta is a Metroidvania – an accurate definition even if you don’t like the term. It’s a genre I love, but also one with incredibly stiff competition. Kratos builds out a map of the world neighboring his home while collecting upgrades as he and Deimos try to track down a lost young Spartan cohort against the wishes of his superiors. Every element of the genre in the game is achieved at a base level or lower. Movement is a little stiff, making platforming feel mediocre. Combat is underwhelming and rarely moves beyond the strategy of getting behind an enemy and hitting them in the back. Alternate weapon upgrades are just fine, but don’t reward experimentation beyond using your standard spear. Fast travel is unwieldy, and though you do get a better option eventually, it is way too late in a game that is simply too long. It does not maintain a consistent pace across its approximate 35 hours (more if you’re going for 100 percent). When I finally got the improved fast travel, I was annoyed that it took so long and did not feel rewarded.   Perhaps my biggest annoyance, though, is the general layout and placement of enemies on platforms. When trying to simply climb up a ledge, enemies would often stand at its corner, making it difficult to even get in place to fight them. I spent so much time yelling, “Back up so I can get up there and fight you!” that it made me truly understand why Kratos is such an angry character on a personal level This adventure also feels cheap in ways that thankfully don’t make gameplay worse, but this is a series known for its impressive production value and attention to detail. I love the pixelated visuals, impressive backgrounds, and seeing familiar God of War elements in a new style, but when Kratos falls into water and simply blinks back into existence or gets stuck in a corner in a looping animation because of bad enemy placement, it just isn’t up to the God of War standard. For the God of War completionist, there is a story incentive to play through Sons of Sparta. It builds on Kratos’ character well, shows a part of his life we have not had the chance to experience, and there is at least one small detail related to modern Kratos and his son that I am glad I learned. But it underwhelms on nearly every aspect of Metroid-inspired design without outright failing. Controlling Kratos, fighting, and exploring just isn’t particularly fun on a basic level. A just below perfunctory genre experience alongside characters and in a setting I admit I like spending time with. Score: 6.5 About Game Informer's review system
Game Informer ReviewsFeb 25