PC Game Reviews
PC Game Reviews
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Our detailed reviews help you make informed decisions about your next PC game purchase. We provide a thorough analysis of gameplay, graphics, story, and more.
Possessor(s) Review
Possessor(s) ReviewThe devil you don't The post Possessor(s) Review appeared first on WellPlayed .
Reviews PC – WellPlayedNov 24
Hymer 2000 Review
Hymer 2000 ReviewLove you and leave you The post Hymer 2000 Review appeared first on WellPlayed .
Reviews PC – WellPlayedNov 24
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 .
PC News Category - SiliconeraNov 23
Call of Duty: Black Ops 7 Multiplayer Review
Call of Duty: Black Ops 7 Multiplayer ReviewThe new wall run and jump mechanics add so much to the fun.
IGN PC ArticlesNov 21
Escape From Tarkov 1.0 Review in Progress
Escape From Tarkov 1.0 Review in ProgressThe pioneer of the extraction shooter is still enticingly challenging, but a rocky 1.0 launch shows its age.
IGN PC ArticlesNov 20
Review: Dispatch Makes Superheroes Exciting Again
Review: Dispatch Makes Superheroes Exciting Again Superhero media hasn't enjoyed the roaring success among mainstream audiences since the early 2010s, with burnout and fatigue thanks to a certain comic cinematic universe pulling it down. Dispatch and its shining roster of heroes might be the sort of second wind the genre needs. Boasting a star-studded cast and choice-oriented gameplay to make an adventure your own, it’s a heartfelt story about heroism, redemption, and dicks. In Dispatch , we play as Robert Robertson III. He was the third Mecha Man until a fight against Shroud, his arch-nemesis who murdered his father/the second Mecha Man, went south. The Mecha Man suit was destroyed, effectively forcing him to retire. However, fellow superhero Blonde Blazer approached him with an exciting opportunity. The Superhero Dispatch Network (SDN) can help him repair the suit if he’s willing to work as a dispatcher for the company. Screenshot by Siliconera As a dispatcher, Robert’s job consists of taking calls from SDN subscribers, listening to their problems, and sending the right hero to save the day. Unfortunately, he’s in charge of the Z-Team, which is made up of reformed villains at the bottom of the SDN scoreboard. As if the Mecha Man thing wasn’t bad enough already, he also has to deal with workplace drama. Dispatch ’s gameplay is similar to other adventure games that allow player choices to dictate the story's direction. Some major choices, like who you hire or fire, result in different scenes and gameplay. Given how short each episode is, as well as the inclusion of save slots and scene selection, it's worth seeing the future you didn't pick, especially if you're a fan of the characters or world. The plot will still play out the same, though. So if you're expecting a game where you can fully mold this interactive superhero movie, that's not this. The cast delivered a stellar performance in this. Laura Bailey and Matt Mercer never miss and, while Robert's register can become too gravelly and monotone, I feel like that’s more a voice direction issue than one with Aaron Paul. I also didn’t know that Jacksepticye and MoistCr1TiKaL had previous voice acting experience until I looked it up, but it explains a lot. They sounded so comfortable in their roles that it took me a few chapters to realize they were in this. Lies! I fell for people the game didn't let me romance! Screenshot by Siliconera. Playing this game on its original weekly schedule felt like a different experience than playing it all at once. Each chapter feels quite short at only about an hour. When I was still waiting for updates, I had little patience for the love triangle subplot between Robert, Blonde Blazer, and Invisigal. They both came on so strong, and Robert can take his relationships with them to the next level way too quickly. The game commits so little development to the relationship or chemistry that I found it incredibly difficult to care. That kind of sucked for me, since the romance bogarts the first half of the story. I’d rather the time be used to get to know the rest of Z-Team. The pacing also felt off. By the time Shroud finally reappears, it’s almost at the end. My immediate reaction was disbelief, because I became fully convinced that Shroud was a sequel hook and wouldn’t show up again in the first season. However, the pacing issue includes the wait between chapters. When marathoning the game, the romance doesn’t feel as jarring. I still enjoyed this episodic release, since it reminded me of waiting for new superhero comics. So I hope if Dispatch continues, the writing is tighter or more balanced in each episode. Screenshot by Siliconera Dispatch is a fun and exciting adventure set in a world full of characters and factions I’d love to see more of. It’s hard not to get attached to this ragtag team of misfits and their exhausted work dad. I didn’t even realize how much I’d grown to like them until the more hard-hitting scenes. Here’s hoping that we’ll get a second season and that Phenomaman and Royd—the best boys, second only to Beef the fat dog—get more screentime then. Dispatch is available on the PS5 and Windows PC . The post Review: Dispatch Makes Superheroes Exciting Again appeared first on Siliconera .
PC News Category - SiliconeraNov 20
Cooking Roguelike Game Omelet You Cook Has Its Perfect Steam Review Record Ruined by Contrarian Player
Cooking Roguelike Game Omelet You Cook Has Its Perfect Steam Review Record Ruined by Contrarian PlayerOmelet You Cook, a roguelike cooking game on Steam, has been having a great early access it seems. It recently passed 500 player reviews, and every last one of them was positive, making it one of a rare few games on Steam to have 100% positive reviews. Until today.
IGN PC ArticlesNov 20
Forestrike Review
Forestrike ReviewA clever martial arts roguelite that will test your wits and reflexes in equal measure.
IGN PC ArticlesNov 19
Disney Dreamlight Valley: Wishblossom Ranch Review
Disney Dreamlight Valley: Wishblossom Ranch ReviewThe latest expansion takes some welcome risks, but also lands on uneven footing with lots of bugs.
IGN PC ArticlesNov 19
Review: Demonschool Feels Like Persona Paired With a Sitcom
Review: Demonschool Feels Like Persona Paired With a Sitcom There are times when I’m not sure I enjoy playing Demonschool . The artistic direction is fantastic and I like the general idea. While not laugh-out-loud funny, sometimes the quips in it make me smile. Demonschool also feels like more of a callback to the classic PlayStation Persona games, which I appreciate. Unfortunately, the combat system never clicked with me, a lot of elements aren't explained well, and the constant drive to force as many jokes into every conversation left it all feeling a bit offputting. The world is about to end. Faye was trained by her demon hunter grandfather who passed down a prophesy that in 2000, demons would break through the barrier into the real world. It suggested she needed to be at a certain island at a specific time, ideally with some descendants of fellow warriors and supernatural families, to strike back. She even meets one of them, Namako, on the ferry to attend the university there. Something is clearly up there, and her and her Black Magic Club will need to balance assignments, assaults by gangsters and demons, and life to survive. https://www.youtube.com/watch?v=fazy1L9KXFQ&feature=youtu.be The tone of Demonschool is a little unusual, and I’m not sure it will suit everyone. It feels like characters sometimes fall into one of two categories: exuberant Shonen Jump protagonists passionate about everything and serious skeptics who maybe don’t want to be there. Like Faye, Destin, and Ti? They’d love hanging out with Luffy, Naruto, and Yuji. Knute, Namako, and Aina? I think they’d rather not. The story is interesting and concept is fine, but sometimes I wish there wasn’t constant attempts to pack as many one-liners as possible into every conversation. I get that it’s always been described as a “light horror” game, but the writing started to feel more like a sitcom than an RPG infused with humor at perfect moments. Because of that, I often felt like Necrosoft was trying too hard to make characters funny than offer actual development for any of them. The degree of constant riffs present here almost reminded me of the pacing of an episode of Family Guy . Like the Persona series, Demonschool follows a schedule leading up to this apocalypse over a series of weeks. Each week there’s an assignment, and not completing it by the weekend means being sent to jail and the world being in grave danger. Each day is split into morning, afternoon, and evening time periods, and you’ll be able to fast travel to spots on the map to talk to people, take on side quests, train, and advance the story. Areas of note will feature an icon reminding you that you can head there for a certain interaction or to take on a quest. While each week does feature the idea of getting an assignment done by the weekend, Demonschool involved more of the concept of time-sensitive pressure, rather than actual deadlines like the sorts found in Persona 3, 4 , and 5 or the Atelier series. I never found myself in a situation where it seemed like there was any danger of not getting the campaign quest completed in time. Image via Necrosoft Games When you enter a side quest or campaign mission, it will typically involve some conversations and a battle. This involves putting four characters in your party into the field and fighting until X number of enemies are defeated or the boss is downed so you can “seal” things off. Each character has a designated role. So someone like Faye, Destin, and Mercy are going to be attackers. While Namako can attack, she is a debuffer that can freeze and weaken enemies primarily. Knute the pacifist doesn’t attack, but can heal allies (and also debuff if you buy and learn the right techniques). Characters can only move in straight lines a certain number of tiles from where they are, though you can sidestep to the left or right as essentially a “free” movement. Ideally, you want to use a debuffer like Namako to arrange enemies into the right positions and weaken them, then use someone like Destin to attack a whole group at once. If you’re especially lucky and an ally is nearby in the process, that can trigger them to attack too. When you hit the defeated foe quota, you can send one person to the opposite end of the map to start the “sealing” process to end the fight. (Boss fights end automatically once the big bad is defeated.) There's no experience system or leveling up, so characters remain locked at three HP and stats won't increase, but you can equip them with things like up to three Techniques that can grant them buffs like healing if they walk on poison or more rewards for beating enemies, the ability to push allies with attacks, or for a healer to debuff enemies with healing. The thing is, I dislike the Demonschool combat system. It’s poorly explained, as you won’t realize it’s an immediate “game over” if enemies reach the “barrier” on your side of the field twice until it happens once. I might work out the “perfect” moves and approach for the first turn of a fight, but then the appearance of the next hordes would be such that nobody was in a good spot to set up solid combos after that. The nature of it also means everything often takes much longer than it needs to. Encounters usually are manageable and I'd even say easy, but because I’d be bumbling around the screen trying to reach enemies, buff attackers/debuff demons, and set up combos to take out as many as possible in one turn, it’d take forever. The first boss? Due to its teleporting mechanic every round and constant summoning of demons trying to reach the human world if I didn’t have someone back there to attack them, it took me over half an hour to beat. Some side quest missions will flood the map with foes, making it difficult to see where your allies or optimal targets are. And while we do get a wealth of allies, the "sweet" spot with a party seems to be two attackers, one debuffer, and one healer, which meant I tended to rely on the starting group of Faye, Namako, Destin, and Knute and didn't really give folks who joined after like Mercy and Aina a chance unless forced since, unlike the initial four, Necrosoft doesn't do as good of a job explaining those newcomers' specialties and why they should be used instead. Images via Necrosoft Games At times, I felt like genuine difficulty was abandoned in favor of overwhelming a player with hordes of enemies without any explanation as to what some of them were capable of until they did it and ruined your plans. It never felt like it flowed well when I played. I never had these sorts of issues in games like Into the Breach, Fantaland, TMNT Tactical Takedown, and Fights in Tight Spaces , which all balance movement and defeating enemies in a similar sort of way. The best way I can explain it is that I felt like Necrosoft wanted each Demonschool battle to feel like a tactical puzzle with a correct “answer” for each encounter, but the execution usually makes that impossible. On the plus side, if you fail a battle, you can immediately opt to either replay it or skip it, so you get an “out” and can keep going regardless of your success.  It’s a shame the combat system didn’t click with me, as the rest of the execution of Demonschool generally feels pretty great and like the classic Revelations: Persona or Persona 2 perspective and atmosphere paired with some of the more modern entries’ relationship and character building mechanics. The environmental designs are fantastic, as are the character portraits. It really looks cool and, when I wasn’t fighting, I really enjoyed the “daily life/investigation” gameplay mechanics, even though I never felt any scheduling pressure since taking a side quest or engaging in a minigame or activity wouldn't advance the time of day. Once you get past the first week, you start to get more side quests, relationship-building, and character building opportunities, which I enjoyed too. There is a slight downside to that however, and it is again that I feel like certain concepts aren’t introduced well enough or sometimes at all. For example, we can assign party members to study certain abilities that can be equipped to do things like make a person immune to the “Tether” effect. A message will pop up saying when that unlocks. But… how to study isn’t explained well, leaving you to hopefully tab over to it in the menu and happen upon it yourself. You can buy better furniture for the club room, but it isn’t explained why you should. (It's cosmetic.) There will be opportunities to do things like toss coins in a fountain or shrine! Why? Just do it for maybe a different response each day! (You can get techniques this way, so it is worth it.) You can fish and collect different fish, but why? (Types are added to a compendium and you unlock an additional fishing spot and quests in that line.) Images via Necrosoft Games Due to the nature of Demonschool ’s release, I’ve also been playing it for a while . Primarily on PC, though I did play on Switch a bit closer to launch. Since the bulk of my time was on PC, this review is based on that. (It works fine on the Switch too, though the font is a bit small there.) I’ve seen a lot of bugs come and go, with Necrosoft patching a bunch of them along the way. But there are still quite a few in there. Oddly, one of the ones I found most annoying will put a “new” note next to a location even if there is nothing actually “new” there. So you might still see an issue or two too. I haven't personally encountered it, since I didn't get that particular ending on my playthrough, but I was warned one ending is in need of a patch due to a "loop" in it, so keep an eye out for that until the developer shares a fix for it. I was hoping that the delay meant all issues would be fixed by launch, but at least I haven't experienced save issues in weeks. Demonschool is definitely going to be a “your mileage may vary” kind of game, and I suspect fans of classic Persona games or Necrosoft titles may end up appreciating it most. The art direction and design looks gorgeous. The concept is good, and handling demons each week leading up to a possible apocalypse is interesting. But it does feel more like the script takes more cues from sitcoms than dramas with occasional comedic moments, which may not appeal to everyone. This take on a tactical combat system also involves some design choices that might be off-putting and not appeal to everyone. It’s an interesting concept for a game, but also quite niche. Demonschool will appear on the Switch, PS4, PS5, Xbox One, Xbox Series X, and PC on November 19, 2025.  The post Review: Demonschool Feels Like Persona Paired With a Sitcom appeared first on Siliconera .
PC News Category - SiliconeraNov 18