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.
PGA Tour 2K25 Review
PGA Tour 2K25 Review
IGN PC ReviewsFeb 20
Review: Avowed Feels Like a Miniature, Welcoming Skyrim
Review: Avowed Feels Like a Miniature, Welcoming SkyrimAvowed is an intriguing fantasy RPG that is reminiscent of a smaller scale Skyrim but more welcoming for newcomers.
Reviews Archives - SiliconeraFeb 19
Review: Like a Dragon: Pirate Yakuza in Hawaii is a Seafaring Side Quest
Review: Like a Dragon: Pirate Yakuza in Hawaii is a Seafaring Side QuestWithout a near-infinite wealth of content, Like a Dragon: Pirate Yakuza in Hawaii is unlikely to be your favorite. It’s still a great time!
Reviews Archives - SiliconeraFeb 18
Like a Dragon: Pirate Yakuza in Hawaii Review
Like a Dragon: Pirate Yakuza in Hawaii ReviewAbsolutely heaving with buried treasures and varied pleasures, Like a Dragon: Pirate Yakuza in Hawaii is a consistently captivating voyage that kept my timbers shivering whether on land or at sea.
IGN PC ReviewsFeb 18
Like A Dragon: Pirate Yakuza In Hawaii Review - You Can Teach An Old Dog New Tricks
Like A Dragon: Pirate Yakuza In Hawaii Review - You Can Teach An Old Dog New TricksWelcome back to beautiful Hawaii: land of golden beaches, crystal-clear waters, and The Mad Dog of Shimano roving the seas as a swashbuckling pirate. Like a Dragon: Pirate Yakuza in Hawaii is exactly as it sounds, with Goro Majima returning as a fully fledged protagonist for the first time since 2015's Yakuza 0. Unlike that game--which saw Kiryu share the spotlight--the focus this time around is squarely on everyone's favorite eyepatched goofball: the perfect leading man for one of the series' more bizarre entries. No one commits to the bit quite like Majima, which is partly why Pirate Yakuza in Hawaii avoids the risk of diminishing returns, despite being the third Like a Dragon game in the past 15 months. This high-seas adventure doesn't stack up against the series' best, but the pirate theme does just enough to differentiate a jaunty return to the Hawaii. Set six months after the events of Like a Dragon: Infinite Wealth, Pirate Yakuza in Hawaii opens with Majima waking up on a beach somewhere in the Pacific. He has no memory of how he got there, his name, or his storied past as a crime boss/cabaret manager/construction-company owner. All he knows is that a young boy named Noah saved his life, and for whatever reason, Hawaii and the surrounding islands are now full of cutlass-wielding pirates who look like they've been pulled out of Tortuga during the 1600s. What follows is the hunt for a long-lost legendary treasure that sees Majima reinvent himself as the pirate captain of his own ship, complete with an ever-expanding crew of new and familiar characters. Stuffing the coffers with booty might be the end goal, but this is also a tale about the friends we made along the way. Like Infinite Wealth before it, Pirate Yakuza in Hawaii focuses on a strong sense of friendship and camaraderie. It's frequently eccentric, but its outlandish nature is also mixed with an earnestness and sentimentality that reflects its endearing protagonist. Since Yakuza 0, Majima's Mad Dog persona has felt like a mask he puts on to cope with the trauma he endured early in life. He's always been a caring character, but the way he often shows this is through violence because he doesn't want to be hurt again. Amnesia is an overused trope, yet it's rare to see it affecting an established character we've known for 20 years, allowing for a personality reset of sorts. With no memories of his past, Majima subconsciously lets his guard down and shaves off the rougher edges that define the protective shield he puts up. He still throws himself into deadly situations with utmost glee, hinting that the Mad Dog persona and his masochistic side may have always been a part of him. But his interactions with the crew, and especially Noah, feel like Majima revealing his true self. Continue Reading at GameSpot
GameSpot - Game ReviewsFeb 18
Review: Tomb Raider IV-V-VI Remastered
Review: Tomb Raider IV-V-VI Remastered The second Tomb Raider trilogy and the third entry in Aspyr's grand Tomb Raider and Soul Reaver restoration effort is now out. It's time to find out if the developers treated this divisive batch of Tomb Raider games well enough to see them soar to never-before-seen heights. In my review of the I-III trilogy , I discussed the great, the good, and the lackluster about the remasters — which was very little, it turned out. I could afford to do that as the three games were very similar. This time, however, I'm covering the base elements that carried over from the previous remaster trilogy, then doing a necessarily separate look into each of these three distinct titles. Tomb Raider IV-V-VI Remastered review ( PC  [Reviewed]) Developer: Aspyr, Crystal Dynamics Publisher: Aspyr Released: February 14, 2025 MSRP: $29.99 Aspyr's remaster standard The original remaster trilogy set the gold standard for what a modern remaster should achieve. Everything looks better courtesy of new models, beautiful new high-res textures, and improved lighting. Don't like the cool new graphics? No problem, as a toggle allows players to go through the entirety of the games looking like they did upon release. The games also benefitted from allowing players to enjoy the game through the original control settings, or via a revamped modern control scheme and a bunch of quality-of-life improvements such as indicators of interactable objects. Most of these improvements carry over to the second remaster trilogy, with some exceptions in the third game. Now let's look at what makes each of the new remasters interesting. Tomb Raider Chronicles Remastered Though I'm going over Chronicles first, I must remind you that this is actually the middle entry in the second trilogy — Tomb Raider 5, if you will. I'm doing that not to keep up with the disjointed spirit of the trilogy but because it makes sense. Chronicles is a rather simple game, and the one closest to the original trilogy in terms of structure. Chronicles was born out of Core Design's necessity to release one Tomb Raider entry each year. 5 years in, you can see how tired everyone was. The result is not a cohesive narrative but a collage of four different gameplay and story segments glued together via the thinnest plot thread imaginable. Chronicles' original release felt like a B-side collection that Eidos sold as a new album. Two of the four parts play like middle-of-the-road Tomb Raider adventures. The first one, Rome , is easily the blandest of the bunch — the first bizarre choice for a game with no narrative obligations. The second one takes place in Russia and features some pretty decent claustrophobia-inducing action as Lara ventures into a doomed war submarine. The two final segments, however, are where the little magic Chronicles has to offer lies. The third one has you play as a young version of Lara, one who's yet to be allowed to use her famous dual pistols — or any sort of weapon, for that matter. This forces players to engage the game in a completely different way, and, even though something's missing — not just the guns, some more mechanics to make things more interesting, perhaps — it remains a valiant effort in tinkering with the formula. The final segment is easily the most memorable one. It has Lara breaking into a high-tech complex and using primitive stealth to steal an artifact from her mentor. You feel the Metal Gear Solid influence, and it has players using cool tech gadgets to mess with the enemy's advanced security system. It absolutely doesn't play as well as MGS — or even as well as the best regular Tomb Raider levels — but it is the most entertainingly daring deviation from the formula inside the two original trilogies. Image via Aspyr Naturally, it also oozes the most try-hard Nu-metal "cool" you can only find on an original release from the early '00s. Chronicles wasn't a great game at the time of release, and likely won't gain any new fans just because it now features the quality-of-life improvements Aspyr had previously put in the original trilogy. Now, regarding the visual remaster work itself, Aspyr either did an even better job than it previously had or did the same job but wielded even better results as the 5th game's slightly superior tech allowed for it. I believe the latter is the case, and I intend to prove it in my next segment through screenshots that I believe will absolutely blow your mind. Tomb Raider: The Last Revelation Tomb Raider 4 was the first one to attempt a bigger deviation from the norm, and the one that got better results out of it. Aside from a short tutorial set in Cambodia, The Last Revelation takes place entirely in Egypt. This is by far the largest game in the series, so the solo setting could end up wearing out its welcome quickly – but that doesn't happen courtesy of varied environments coupled with some pretty original challenges. TLR features some of the best temples, traps, puzzles, and overall locations in the entire series. It's also the first game to make each level less of an episodic thing by having most of the game be a huge hub area. That decision worked to make the game's scope feel even larger, though the hub lacks the beautiful interconnectedness we would later see in Dark Souls , which might make the big picture feel emptier and more disjointed than it should be — like Dark Souls 2. Still, while this trilogy is weaker than the original one, I'll die on a hill defending that The Last Revelation is better than Tomb Raider 3 — In fact, make it a pyramid. Screenshot via Destructoid Screenshot via Destructoid Even though this is definitely an inferior set of games, this trilogy looks even better than the previous one. On top of the field-of-view upgrade over the original, the remaster offers a much-improved skybox and that does a lot for this game, especially. The sky in the first remastered trilogy looked heaps better than the one on the original games — like, the OG Tomb Raider release didn't even feature a sky box — but The Last Revelation will hit you with one of the most beautiful skyboxes I've ever seen in a game. It's a thing of beauty that not even the best screenshot will do justice to, since what truly sets them apart is the movement. Those factors add up to allow TLR to pull off scope incredibly well: Screenshot via Destructoid That's the Great Pyramid level, both still the greatest achievement in the series scope-wise, and the most interestingly daunting level in the game. Staying true to TLR's theme of playing with the formula, the Great Pyramid does away with any key-finding or block-moving mechanics. It just wants players to jump their way near the top. The problem? players will have to carefully analyze every block they decide to jump to, as picking the wrong one will cause them to fall all the way to the beginning, or their deaths — also, there are traps. The Great Pyramid level was impressive back in 1999 and is somehow even more impressive nowadays — not enough games enjoy this type of scope these days. The callous inventiveness of this level would likely make even the maddest Pharaoh from the sleaziest Egyptsploitation movie feel so seen. Image via Aspyr With all that, it should come as no surprise that TLR proves the perfect match for the remaster's photo mode. Screenshot via Destructoid And that's where things take a tumble. Tomb Raider: The Angel Of Darkness In the weeks leading up to this release, I wrote a piece called "How do you even remaster Angel Of Darkness?" . Long story short, it's about my skepticism towards the concept of fixing a house with no walls via one single beautiful coat of paint. A game can suffer from various types of problems, and AOD 's original release is a perfect collection of all the problems other games have ever suffered from. An extremely tense development cycle resulted in missing elements, new elements that didn't work, and neglect toward the series' staple elements that prevented them from keeping up with the times. The remaster does a brave job of restoring a lot of cut content . Some of it is useful; some of it is nice to see. It also does a commendable job of making the original control scheme somehow work better than the modern one. Still, the game remains too clunky for its platforming, gunplay, and melee action to feel anything other than highly frustrating. Missing a difficult jump is something that can occur in a Tomb Raider game. AOD 's clunky controls, however, combined with the game's still-awful camera and level design, leave Lara looking like an untrained clown forced to perform acrobatics in a professional circus. Image via Aspyr On the visual side, this remaster is surprisingly weak. Though AOD is the only game in the two trilogies made for the then-superior PS2 hardware, it ends up being the worst-looking out of all the remasters. Dare to guess which of the screens below shows the "Original" visual mode and which shows the "Remastered" mode? Image via Aspyr Image via Aspyr Don't fret it. Even I know the answer only because I know which filenames I gave each screenshot. By looking at Lara's model from the front, it's easy to spot which is which. If you're looking at her while you normally would during gameplay, it'll be a guessing game as the remaster seems to do some upgrades, but also some downgrades. AOD's control scheme is also more complex, so it got me to sometimes accidentally toggle between the old and new graphics modes without noticing. Overall, though it features some serious improvements over gameplay that will feel great for fans, the AOD remaster falls short of anything meaningful enough to allow this game to keep up with the times. Anyone trying to play AOD for the first time via the remaster will likely go through as much pain as we all did back in '03, and I believe preventing that was the bar this remaster really needed to clear. Unfortunately, The Angel Of Darkness remains a poor experience overall, though this is definitely the best way to play it so far. If you're a true fan of the series and you're just looking for a more playable version of this game, I'd recommend this. If not, however, then maybe skip on this remaster. All in all, I don't blame the developers for AOD's shortcomings. This one was just too broken to ever fix. I find the other two remasters more than enough to justify the trilogy's asking price if you are a fan. If you aren't, then you're better off getting into the series via the first trilogy, or by giving the 2013 reboot a shot. The post Review: Tomb Raider IV-V-VI Remastered appeared first on Destructoid .
Reviews Archive – DestructoidFeb 17
Review: Afterlove EP Is a Tale of a Love and a Life
Review: Afterlove EP Is a Tale of a Love and a Life Afterlove EP is Mohammad Fahmi’s final game and, in a way, I felt like the nature of it also helped with coming to terms with the loss of an incredibly creative talent. It’s the story of coming to terms with grief and a lost love, while also understanding that maybe they aren’t truly lost and there’s still hope for those left behind. That someone can not only find a new way to thrive, but also to help honor and ensure people feel how much they loved the special person who’s gone.  Rama’s life is pretty promising as Afterlove EP begins. His band, called Sigmund Freud, has an opportunity to record an EP and potentially catch a big break. He’s got a girlfriend he loves named Cinta, and she feels the same about him. He has a support system. It’s all good, and the only hint that something is wrong is that Cinta is coughing after one of their latest shows. Except then, when he’s practicing a new song at home, he ends up missing multiple calls and texts from Cinta due to him having his headphones on. We can see them as it happens, with no way to stop him, forced to keep going through a rhythm minigame as an emergency is clearly underway.  Cinta doesn’t make it. After a gap for grieving, Rama feels ready to move forward. He’s hearing Cinta as he goes about his daily life and actually responds to her voice. But even so, he wants to get the band together and try and work on the EP that they didn’t get to do before. While his friends get he’s grieving, bandmates Adit and Tasya also have their own plans. To the point where Tasya enacts a deadline. Rama has 30 days to get it together ahead of opening for L’alphalpha, and if he can the band will stay together and give it a serious try. https://www.youtube.com/watch?v=u0dSiS5Iay4&ab_channel=NintendoofAmerica While Afterlove EP is something of a visual novel and life sim set in Jakarta, it plays around with genres. We’re essentially in charge of Rama’s life now. What we decide determines how his future goes. This means, after a brief tutorial, we determine what Rama does. Who does he talk to? When a conversation is going on, which responses do you choose? We get to see him deal with things like therapy, opportunities to perform, chances to play music and actually go through rhythm games for it, and potentially date some characters.  The story in Afterlove EP is beautiful, heartwrenching, funny, and hopeful. We watch as Rama essentially finds a way to move forward after what happened to Cinta. Along the way, I felt like the conversations with her and memories that can be unlocked helped me understand why he was so devastated when she died. The characters around him, both friends and potential loved ones, also come across as real people. It’s especially interesting since one sort of involves getting over Rama’s initial misconception about who someone really and stopping being superficial. Like Coffee Talk , there’s a strong focus on characters stories, relationships, and enjoying a window into people’s lives. You can feel Fahmi’s presence and influence here in all the best ways. Images via Pikselnesia Given the strong focus on music here, I found it reassuring to hear how great the songs are. As Rama and Sigmund Freud prepares the EP, you’ll go through the songs. Note indicators can come from the left and right sides. Both standard and held notes appear. As they hit the marker in the center, you need to press them in time to play. Now, I found it wasn’t Hatsune Miku: Project Diva or Taiko no Tatsujin levels of gameplay. However, the original songs are fantastic. L’alphalpha did a great job with the soundtrack in general. So while I did find sometimes it didn’t seem to register with the same precision as other rhythm games on the Switch, the fact the music is good and that part is more of a supplement to the actual adventure and story meant I let it slide. The music isn’t the only way the amazing ambiance comes through in Afterlove EP . It also feels like getting an idea of what daily life might be for young folks in Jakarta. The music we hear is in Indonesian. The shops we pass and world design calls to mind the city. Everything is also drawn and designed by Soyatu , an Indonesian artist. I also appreciated the color palette and the way it evokes feelings. For example, Rama’s design is very muted in some ways, compared to others. Given he’s grieving and gradually growing after what happened with Cinta, it’s almost like we’re initially seeing someone who faded into the background and lost the color in his own life, compared to some of the more vibrant set pieces and people around him.  Images via Pikselnesia Afterlove EP is a touching look at life, love, grief, and what it’s like to move on as someone comes to terms with a tragedy and looks forward. It’s a beautiful game that manages to always be touching. I did find certain parts a little awkward, such as the rhythm game response timing and Rama responding and talking to Cinta when he’s clearly aware he’s with others who have no idea what’s going on. But it is generally a lovely game and a charming final project from Mohammad Fahmi. Afterlove EP is available on the Switch, PS5, Xbox Series X, and PC. The post Review: Afterlove EP Is a Tale of a Love and a Life appeared first on Siliconera .
Reviews Archives - SiliconeraFeb 14
Avowed Review
Avowed Review
IGN PC ReviewsFeb 13
Review: Avowed
Review: Avowed When I first stepped into Avowed's wondrous world during my preview, I was mesmerized by its ever-changing combat system and breathtakingly beautiful world. I was sure that it would have the makings of one of the best RPGs of 2025, and now that statement holds true with my full playthrough.   Obsidian Entertainment has once again released a masterpiece, continuing the phenomenon that is the Pillars of Eternity series. Although Avowed isn't the third entry of the series that we had hoped for, it still captures the look and feel of this franchise by bringing us back to the enchanting world of Eora. Even if you aren't familiar with Eora and the events of POE , you don't have to worry about getting lost in its lore, as Avowed is more or less considered a standalone piece. Avowed begins like any other dark fantasy, where the threat of great evil plagues the world, corrupting animals, people, and the Living Lands. As both a Godlike and the Envoy of Aedyr, you must use your deity powers to end a contagion known as "Dreamscourge." Image via Obsidian Entertainment Avowed (PC, Xbox Series X|S [reviewed]) Developer: Obsidian Entertainment Publisher: Xbox Game Studios Released: February 18, 2025 MSRP: $69.99 You can think of Dreamscourge as a zombified fungal plague with a fantasy twist, similar to The Last of Us' Clickers, but slightly more colorful. While their designs are pretty grotesque to look at (that opening shot of an infected creature still haunts me), there is some beauty in it. Particularly, the Godlike features shown in character customization allow you to use this fungal-like design to create a hero unlike any other. This mechanic alone is one of the reasons why Avowed's customization is different from other games, placing vibrant spores on your face and hair. It can be a bit distracting, but fortunately, you can turn it off to get a good old-fashioned RPG character look, should you wish. There are classic role-playing backgrounds, from an Arcane Scholar to a War Hero. Each origin story heavily influences the dialogue choices you get, which can either benefit you or lead to some trouble. Regardless of the background you choose, everyone receives the same starting weapon and equipment. There will be plenty of tools to unlock during the beginning stages, which I immensely enjoyed as someone who often has difficulty picking a single one. The diverse array of weapons, abilities, and classes is exactly why I hold Avowed in such high regard. Too often, we are restricted to our classes in RPGs, limiting our strategies and making the experience feel tedious with the same tools over and over again. Avowed plays out much differently, where you can switch between loadouts and combine weapons that usually never mix together. A perfect example of this is my go-to "Wizard with a Gun" build that places a grimoire in one hand and a gun in the other. It made me feel like I was playing a Call of Duty -like fantasy RPG, a concept that I never would've imagined before playing Avowed . Screenshot by Destructoid When this build didn't come in handy for specific combat scenarios, I would just switch to my other loadout to better fit the situation. Is there an enemy too far away? Just swiftly change it to your bow and arrow loadout, and voilà, you are now a wizard-turned-archer. I've said it once before in my preview , and I'll say it again: this mechanic is something I've always desired in RPGs, and all video games, for that matter. I've run into too many scenarios where I wished I had a bow and arrow or some magic to take advantage of an enemy's weakness. With Avowed , I don't have any problems with this, especially since you can hold a ton of weapons at your disposal and swiftly send things over to the camp with a simple click of a button. Being encumbered has always been the bane of my existence, but thankfully, it won't be an issue in this title. Though you'll have plenty of weapons to use, enemies can still be overwhelmingly brutal. I felt fairly confident in the beginning stages of Dawnshore until I reached the ruthlessness of the second region, Emerald Stair. This area makes the game a lot more challenging than it already is, but there's no shame in lowering the difficulty when the going gets tough. I'll admit I was struggling on Easy mode at this point, despite grinding and collecting upgraded gear. It just goes to show how challenging Avowed can be, whether with a significant increase in enemy numbers or the sheer strength of one opponent's strike. I'm sure many Pillars of Eternity fans will appreciate it, given that POE and POE 2 's combat experience was definitely harsh at times but still satisfying when you come out victorious. On the bright side, you'll have the help of your four companions in Avowed , all of whom have distinct powers to add to their uniqueness. While Kai can clear out debris with his fiery skill, Marius can ease the stress of the hunt by showing points of interest nearby. Giatta is my personal favorite, as she has helped me out of a pinch more times than I can count. Support characters can sometimes be a hit or miss (I'm looking at you, Donald Duck from Kingdom Hearts ), and Giatta certainly falls under the former. Companions, altogether, are an eccentric bunch that frequently conversate with each other at camp and in battle. I found myself listening to their conversations many times, as it provided much more insight into their backgrounds and personalities. Screenshot by Destructoid One aspect that I particularly enjoyed about the teammates is how they put in their two cents during major decisions. Every time I was stumped on a choice, there was typically an option to ask for their opinion on the matter. If I wanted someone who was a bit more level-headed with decisions, I would go for Kai. But, if I felt like being chaotic, I would see what wild thing Yatzli had to say. I was impressed at how impactful decisions ended up being in Avowed 's storyline. There are a lot of opportunities to be evil or good, affecting how characters react to you and the outcome of quests. Even a minor choice you make during the tutorial phase influences a future side quest, either making it easier to complete or adding another objective to the pile. Companions will also comment on how you approach specific situations, expressing their feelings towards your actions. Besides the decisions, I was also surprised by how much is packed into Avowed 's map, where not even 25+ hours could scratch the surface. I was always getting caught up in its many side quests, including deciphering treasure maps and helping the locals take out a formidable foe. Plus, free-roaming events frequently appear that don't tie into any specific mission; they're just there to give you more content. I was walking around and stumbled upon some folks gravedigging, which led me to a powerful new tool by the end. Screenshot by Destructoid You'll encounter a significant amount of these scenarios wherever you go, and it's made exploration much more inviting. I like having an extensive map with hidden treasures and storylines rather than one that looks big and beautiful but somehow feels empty. This is not to say that Avowed 's world isn't visually pleasing because it is, as every region comes with its own unique charm and environmental features. There are many more topics I could go on about the game, but it's probably best for you to experience it for yourself. Avowed is one of the best RPGs I've played in 2025, and I'm not even much of a role-playing genre fanatic. If that's convinced you enough, hop into the game on Xbox Game Pass Day One or PC. The post Review: Avowed appeared first on Destructoid .
Reviews Archive – DestructoidFeb 13
Avowed Review - Too Close To The Sun
Avowed Review - Too Close To The SunIn a similar way to how Obsidian's The Outer Worlds played very closely to a space-faring Fallout, Avowed sticks closely to the sensibilities of The Elder Scrolls V: Skyrim. Its fantasy world isn't as expansive and seamlessly stitched together, but you'd be forgiven for confusing the two at a glance, especially when you're engaged in its first-person combat. Avowed lifts some of the best aspects of the seminal RPG and improves them, especially when it comes to its refined combat. These changes extend to a move away from traditional leveling in favor of a gear-focused approach, as well as the option to experiment with wild weapon combinations. But not all of Avowed's experiments are successes, leading to an uneven role-playing adventure that surprises as much as it frustrates. Washing up on the shores of the Living Lands, you play as one the Godlike: a select few kissed by the grace of a god at birth and left with some distinct (and sometimes frightening) facial features to show for it. On a mission from a distant monarch whose influence within the Living Lands has many of its inhabitants up in arms, your job is to track down the source of a plague that's turning the land's people into mindless, bloodthirsty creatures, before it manages to make it back home. Although it is set in the same universe as Pillars of Eternity, Avowed does a good job of immediately siloing you into an area that requires little knowledge of what is happening across the ocean, but does reference some historical events from time to time. A glossary of important names and places is available as they're brought up in conversation, providing a handy guide that contextualizes some attitudes characters have to certain factions and events around you. Avowed makes a strong initial impression, quickly establishing your Godlike status but with the odd quirk of being the first not to know which god chose you. This isn't the main purpose of your mission, but that changes after a surprising event in the early hours of the game that sets the stage for a more intriguing answer to the plague ravaging the Living Lands. This setup is ultimately squandered, however, with the two big narrative hooks coalescing with one another in routinely expected and uninteresting ways, making the broader strokes of the story largely forgettable. The conversational writing does have its moments of charm, with equally serious and snarky retorts letting you inject some levity into otherwise dire situations with great comedic effect. But the severity of the plague you're trying to stop and the personal journey of finding out why you're the only Godlike without a god is not as captivating as it could be, taking steps along a narrative path that rarely deviates into surprising avenues. Continue Reading at GameSpot
GameSpot - Game ReviewsFeb 13