PlayStation Game Reviews
PlayStation Game Reviews
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Our detailed reviews of the latest PS games help you decide what to play next. We provide a thorough analysis of gameplay, graphics, story, and more.
The First Berserker: Khazan Review (PS5) – Standing With The Best In The Genre
The First Berserker: Khazan Review (PS5) – Standing With The Best In The GenreThe First Berserker: Khazan is a masterclass in Hardcore Action-RPG goodness. Check out what we thought in our The First Berserker: Khazan PS5 review! The post The First Berserker: Khazan Review (PS5) – Standing With The Best In The Genre appeared first on PlayStation Universe .
Reviews – PlayStation UniverseMar 24
Bleach Rebirth of Souls Review in Progress
Bleach Rebirth of Souls Review in ProgressA unique anime arena fighter that attempts to raise the genre to greater heights.
IGN ArticlesMar 21
Atomfall Review (PS5) – A British Survivalist Dream
Atomfall Review (PS5) – A British Survivalist DreamHow does Rebellion's latest IP shape up? Read our full Atomfall PS5 Review to find out more! The post Atomfall Review (PS5) – A British Survivalist Dream appeared first on PlayStation Universe .
Reviews – PlayStation UniverseMar 21
Atomfall Review
Atomfall ReviewAtomfall is a compelling, post-apocalyptic survival story that satisfyingly bends to your choices and discoveries no matter which direction you take.
IGN ArticlesMar 21
Assassin’s Creed Shadows Gets Glowing Performance Review On PlayStation 5 Pro, Without Using PSSR (Yet)
Assassin’s Creed Shadows Gets Glowing Performance Review On PlayStation 5 Pro, Without Using PSSR (Yet)Maybe it looks this good because Ubisoft didn't even try to use PSSR.
PS5 Archives - GameranxMar 20
Assassin’s Creed Shadows Review (PS5) – Almost The Best Assassin’s Creed Game So Far
Assassin’s Creed Shadows Review (PS5) – Almost The Best Assassin’s Creed Game So FarCheck out our review of Assassin's Creed Shadows, and see if Ubisoft's latest mainline Assassin's Creed game is everything it was hyped up to be. The post Assassin’s Creed Shadows Review (PS5) – Almost The Best Assassin’s Creed Game So Far appeared first on PlayStation Universe .
Reviews – PlayStation UniverseMar 18
Assassin’s Creed Shadows Review: Japanese Setting Refreshes Series
Assassin’s Creed Shadows Review: Japanese Setting Refreshes SeriesTwin swords. The post Assassin’s Creed Shadows Review: Japanese Setting Refreshes Series appeared first on PlayStation LifeStyle .
PlayStation LifeStyleMar 18
Review: Ever 17 And Never 7 Can Get Wonky
Review: Ever 17 And Never 7 Can Get Wonky Hailed as one of the best Japanese video games of all time, Ever 17: The Out of Infinity is set to exhilarate readers once again on modern consoles , along with, for the first time in English, its prequel Never 7: The End of Infinity . Despite the dated visuals and humor, the story for both games hold up well. However, it might take someone with no emotional connection to the series a while to warm up to them thanks to the slow pacing. As a disclaimer, I’d like to put out that I did not play the original versions of either game. So I have no proper reference point for how the remaster compares. The 2025 remaster of Ever 17 uses the 2011 Xbox 360 remake’s script, though it preserves the 2D visuals of the initial PS2 and Dreamcast releases. This script also introduced some changes to the characters and story. But since, again, I never experienced the actual original version, I have little of an opinion on how this affects the enjoyment of someone who’d been a fan of the Infinity series since the turn of the century. Screenshot by Siliconera Both Never 7 and Ever 17 are visual novels that advance via text and voice-acting, with accompanying character sprites and occasional stills. Player input is limited to the occasional dialogue option. Choices range from the mundane (a slight change to a character’s reply) to the drastic (which character you play as). If you prefer visual novels where your choices have more direct consequences, or ones that feature more active gameplay, these aren’t for you. Thanks to the all-star cast and their phenomenal performances, though, the games can pull you into the story quite well, which can stave off the monotony of reading for hours on end. While both stories have different plots and focal themes, they center around the protagonist trapped in a situation (a time loop in Never 7 and an underwater facility in Ever 17 ) and trying to escape while deepening their bonds with the people around them. In Ever 17 , you play as either Takeshi Kuranari or “Kid,” a boy with amnesia. They’re both visiting the water park of LeMU when a leak traps them in the underwater portions of the facility. With only 119 hours until the facility implodes, they, along with other stragglers, need to find a way to either escape or contact the surface for assistance. Meanwhile, in Never 7 , you take on the role of Makoto Ishihara. He’s a university student who’s at a seminar resort with three other classmates. It doesn’t take them long to befriend some locals of the island town they’re staying in. Throughout the week, Makoto experiences precognitive flashes. At times, he just "knows" things he logically shouldn't. Other times, he sees a vision of disaster, with said disaster taking place moments later. Throughout the week, Makoto grows close with with one the girls in his new friend group. However, the girl usually dies, and he finds himself back at the start of the loop. Using his knowledge of the future, he seeks to prevent said death from occurring. Both games feature a deep and gripping sci-fi story, though Ever 17 leans into it far more than Never 7 does. Never 7 can take a few detours into exploring Makoto's romantic escapades with the heroine of the given route, which can get frustrating if you’re not really interested in that particular aspect of the story. Though both games have you retreading familiar ground multiple times, they make it easy to return to forks in the story, so you can explore other routes and options. I really appreciated this, considering how long each game is. Screenshot by Siliconera There’s a nostalgic charm in how dated everything feels, especially in character sprites. The proportions and poses can be unapologetically wonky in a way I seldom see in modern games. Playing on the Switch in handheld mode, the presentation didn't look too bad, though a much larger screen may reveal flaws. At times, the artwork can straddle the line between "bad but charmingly earnest" to straight up "bad," but that's not something Mages can fix, I suppose. The age of the game doesn't affect the quality of the story, at least. I’m impressed at how the twists took me by surprise, considering these games are two decades old. So many sci-fi visual novels came out since then, and yet, certain revelations about the story or characters felt refreshing and creative. I can understand why these games still hold a special place in people’s hearts. That being said, the dated nature of the games isn’t always positive. The writing, both the localization and the original text, feel like looking at time capsules from the past. It took me a long time to warm up to Ever 17 , as You’s interactions with Takeshi were so off-putting to me. I’m personally not a fan of this type of Rumiko Takahashi-esque slapstick humor. In the early hours of the group’s time in underwater LeMU, they’re so unnecessarily mean to Takeshi for comic relief that I kept having to pause and do something else because I just didn’t want to read it anymore. Granted, we still see this kind of humor today. Another reason for my initial aversion to You had to do with her being the group’s walking encyclopedia. Uchikoshi likes to use her to slip in asides on history, mythology, and anthropology. Interesting, for sure. But You’s explanations are so long and detailed in the dialogue that I dreaded seeing her anywhere on my screen, especially when not everything she brought up had to do with the story. This might be why I took less issue with Never 7 ’s pacing, as Ever 17 already gave me an idea on what to expect. Screenshot by Siliconera Speaking of Never 7 , I didn't realize until later that this remaster is the first time it got localized. It bucks modern conventions in localization, which made me believe it, too, used a script from long ago. Like with Ever 17 , it doesn’t bother to censor out any old-fashioned assumptions about gender that another studio might have to line up with Western sensibilities. It's a faithful adaptation of the Japanese script, but to the point that it had a negative impact on how comprehensible it is. Within my first two hours of Never 7 , I had to replay the Japanese voice-over in a conversation since the translation for the line, while 100% accurate to the Japanese, felt like a non sequitur. Just because something is the literal translation doesn't mean it's the optimal one. The “Kid” in Ever 17 is also an interesting oddity in the localization. “Kid” is the temporary name the characters christen the amnesiac boy with. When you play from his perspective, though, the text box for his name reads “Boy.” After doing some research, it turns out that this is what the original version of the English script referred to him as. I’m not quite sure why they decided to change it. When they did, though, they must have used Find and Replace to change all instances of “Boy” to “Kid.” Now, I can totally empathize with this. But when it’s a word as common as “kid,” you end up with some funny mistakes, like “kidding” becoming “Kidding” in the middle of a sentence. As a fellow translator, I can appreciate how much text they must've had to go through, and can only hope the localization team had a healthy turnaround time. That being said, in the case of Ever 17 , there are so many little issues that I thought a remaster would fix. Never 7 , too, didn't quite read like a visual novel I expected in 2025 (I know the game is old, but the localization is new, remember?). The above issue with "Kid," for example, seems like an odd thing to leave in. When a story relies heavily on text to lay the groundwork for later twists, mistakes like putting Sara at a scene when she physically wasn't even there can lead to unnecessary confusion down the line. As for the performances of the remasters, the port on the Switch ran fine for both games. I didn’t encounter any bugs or issues. Being able to advance the text with either the analog stick or the A button was very convenient, as it gave my right thumb a break during long sessions. Since these games are long , the portability is great since this means you can play them on the go. If you can play it with a proper sound system, I would recommend that. The games’ main selling points are the music and the voice-acting. The speakers on the Switch in handheld mode didn’t do them justice. Screenshot by Siliconera To be frank, while I appreciated the complex yarn Uchikoshi wove, I wouldn’t say Ever 17 or Never 7 are visual novels for everyone. It takes such a long time to get to the meat of the story that “It gets good, I promise” might not be enough for people with busy schedules. Going into these games knowing that critics and fans in the past considered them (especially Ever 17 ) absolute masterpieces of their time ended up highlighting the negative qualities for me. That being said, despite not particularly liking any character, I still felt genuine worry, joy, and relief for them throughout their adventures. It surprised me just how much I'd grown to care about everyone without ever noticing. To inspire such emotions, as well as the bittersweet sense of accomplishment upon reaching the various endings, is a testament to Uchikoshi’s mastery of his craft. Ever 17 and Never 7 are out on the PS4, Windows PC, and Nintendo Switch. The post Review: Ever 17 And Never 7 Can Get Wonky appeared first on Siliconera .
PlayStation 4 News Category - SiliconeraMar 17
Review: WWE 2K25
Review: WWE 2K25 WWE 2K25 is the "Ultimate Warrior" of wrestling video games with an expansive suite of modes and characters to choose from. Unfortunately, one of its most promising additions for this year, The Island, feels a bit like a money grab. That's because there's a low amount of currency being offered for playing the game and completing missions/objectives. But you can always buy some currency, right? Despite this, it's still a great game, and here's my review. Can you smell what 2K is cooking? WWE 2K25 offers so many modes that it may feel overwhelming, and for a yearly product, it's pretty impressive. There's the Showcase that represents the Samoan dynasty throughout multiple generations from The Rock's grandfather Peter Maivia to this current era's Naomi and Roman Reigns. Paul Heyman alongside members of the current Bloodline like Roman Reigns gives a great description of each wrestler featured in the showcase. You get to know these wrestlers' history, the impact they've made on the industry, and knowledge of the growing hype for each match featured in the Showcase. Image via 2K Each match seems to be more streamlined with fewer objectives, and the in-battle cutscenes are all seamless. There's no jarring transition between live-action and battle anymore, which is a huge plus. Except for the intro, we finally won't see the referees' faces or WWF logo getting blurred out during live-action sequences in the matches themselves. WWE 2K25 does a great job of explaining each objective in the Showcase mode, but something I find annoying is the limited-time challenges. If you don't complete them, you'll miss out on the majority of the unlockables like Rikishi as a playable character. At points, it feels like you're not given enough time, especially if your enemy is able to counter your strikes or you get stuck in a punching animation (more on that later). The Island is marred with microtransactions The Island is WWE 2K25 's biggest new offering. The overall concept is sound. You're exploring a well-designed theme park-like area, in which you challenge foes to be the very best and get yourself a WWE contract from Roman Reigns. It makes you want a WWE theme park to explore in real life. You'll get all manner of quests to complete, such as defeating Gunther in a badass mech suit (I'm not kidding). These can be fun scenarios to finish as your custom character, even though the storytelling is made through a cheap PowerPoint-like production with static images and text. Unfortunately, the in-game microtransaction system will leave your wallet just as empty as going to Disneyland or Universal Studios. The currency VC is given to players slowly and is required to upgrade custom wrestlers in the Training menu. You'll get 150 VC per match you win and 75 VC if you lose. Each stat point increase varies around 80-200, depending on the level. Despite this game being multiplayer-focused, you can pay-to-win as you can purchase VC for $99.99 which gets you 400,000 VC, and can drastically change your character, while $9.99 gets you 32,500 VC. Screenshot by Destructoid As you explore The Island, there are many cosmetics to purchase in various shops. In Becky & Seth's Driporium, you can get Rollins' ridiculous gnome-like red boots for 18,000 VC. To get this from in-game progression only, you'll need to complete 120 matches. That's a bit rough, and encourages players to purchase VC in my humble opinion. You can get VC from leveling up your rank, finishing challenges, and completing quests, but it's still a slow affair. Free players will just have to ignore the cosmetics for now. Upgrading your wrestler is arguably more important than looking cool. The Island is a genuinely fun mode, but the microtransactions do get to me a bit. Additionally, it isn't available offline, which is a shame. Another annoying factor is that you can't play The Island on PC , PS4, or Xbox One systems; it's only available for PS5 and Xbox Series X|S players. MyRise is fantastic My two favorite modes MyRise and MyGM return in WWE 2K25 and show significant improvements. The storyline with MyRise is gripping as it tells the narrative of current and former NXT stars trying to take over WWE and end Raw and Smackdown. This time, you get assigned male and female superstars to represent the two main shows. It does a great job of encouraging multiple playthroughs as the personality type you choose for your character (brash and bold or comedic) offers different story missions. The relationship between the male and female characters also changes depending on your choice, and it's constantly referenced. The cool thing about MyRise (which makes it better than The Island) is that everyone is voiced. You'll be led by CM Punk during the beginning of the campaign and run into Jade Cargill if you choose that your character comes from a rival promotion. The voice acting from the wrestlers themselves is actually not that bad, and you'll get pulled into the backstage drama of WWE. There are some unexpected moments within MyRise, and it's entertaining to see a new story that differentiates from the Bloodline-obsessed WWE creative team of the last four or five years. An improved MyGM Next, MyGM has received some major improvements. First, you can play this mode with your friends online for the first time. However, it comes with some caveats. You can't use Custom GMs or rosters, in addition to losing the ability to play and spectate matches. Second, MyGM now lets you use up to $4 million for the drafting process. The number of wrestlers you can pick up has greatly increased, letting you pick the superstars you want on your roster more easily. Third, the AI has been improved, especially during the draft. For example, if the AI picks Angelo Dawkins, it is more likely to complete the team by selecting Montez Ford, his teammate, next. Fourth, MyGM has an expanded list of GMs from last year, increasing the number to 19. They each have their own perks at your disposal. Nick Aldis can add 10 weeks to a contract's duration, and Ava can prevent your superstars from getting injured during two separate shows. The mode's really been expanded. Lastly, there's an all-new approach to PLEs. Your wrestlers are fighting stars from other brands to get special perks for your brand. While it would have been nice to have the option to have normal PLEs like the last few years, it's a neat addition. You'll resolve rivalries on Week 4 and Week 5 now as you have one slot for a match on PLEs. Despite missing the option to have regular PLEs, which should be added by the way, there are far more options for MyGM players. Likely inspired by YouTubers such as partsFUNknown , you can now place a timer on each player in-game. If someone goes over the time limit, they'll lose fans. Additionally, you can choose between the Hall of Fame trophies and the number of fans as the pre-requisite to win, adding more freedom to the player. MyFACTION and Universe additions MyFACTION and Universe have also returned in WWE 2K25. I have less experience with these mods as I usually touched Showcase, MyGM, and MyRISE in previous years. MyFACTION seems to be a fun experience as you collect cards and complete quests in the World Tour to proceed. It is annoying, however, that the game forces you to pick weaker cards in your line-up rather than giving you the freedom to pick the cards you unlock via VC or in-game progression from the get-go. The microtransaction system seems to be just as wild as The Island as you can use VC to get new card packs. There's a reason why I avoid MyFACTION like the Plague. Universe has been improved in multiple ways. While the WWE superstars aren't talking during these segments, you can finally have them work on a promo in front of the crowd. The announcers weirdly explain what your wrestler is saying to their rival. It's certainly an improvement, however, as it gives you more customization on your booking experience. Plus, you'll be able to customize where each battle takes place. You can have a multi-day PLE, change the dates of specific shows, or simulate the Monday Night Wars once again and have two brands slugging it out on the same day. WWE 2K25 plays well for the most part But after all this, how does WWE 2K25 play? It's a mostly thrilling experience. Each move feels powerful and you'll likely wince at the punches, kicks, and suplexes these men and women dish out on each other. It's fantastic that you can finally have intergender matches and have a man and woman like Drew McEntire and Bianca Belair fight in the ring against each other. This is so long overdue. Most attacks register perfectly in the game, but some eccentricities need to be worked out. Some attacks, when you feel like they're about to land, somehow miss the enemy, especially if there's an object blocking their path. The hitbox of some attacks is also quite strange as some wrestlers zoom from one side of the squared circle to the other in a flash. Sometimes strikes from a weapon that should hit your foe don't register, leading to an awkward few seconds of animation. Most of the time, it's fine, but you may be scratching your head at times. Screenshot by Destructoid Mostly stellar production value The graphics of WWE 2K25 are stellar. You can really tell if a battle is getting to your rival. The blood and the sweat mix together in a natural way and look impressive on each model. You can see the scars on their body, showing the damage you've dealt to each other in the ring. Lighting seems to be improved across the board, and some of the facial animations when opponents get struck look impressive. The likenesses of most of the WWE superstars are spot on as well, and their entrances are simulated perfectly. However, it has been said that Jey Uso's entrance from within the crowd is regrettable as members of the public do the YEET motion in the most robotic, unnatural way. Speaking of the crowd, they can be genuinely creepy to look at with their blank faces. You'll also notice your ringside managers performing actions at exactly the same time, taking you out of the game. It's genuinely creepy at points. There was also one point when my custom character's face was blackened and had a weird white shine during an entrance as well. Something else of note is the sheer amount of commentary added to the game for different scenarios over multiple different modes. It's impressive. WWE 2K25 improves upon the formula WWE 2K25 is one of the biggest leaps in the series so far. While the Island is disappointing, the sheer amount of content in this game is unmatched. You have over 300 wrestlers with more DLC on the way, plenty of fun modes like the highly improved MyGM and the story-focused MyRise, and gameplay that still feels satisfying to pull off, even if the animations can be weird at points. It's just the microtransactions that really pull this game down. The post Review: WWE 2K25 appeared first on Destructoid .
PS5 Archives – DestructoidMar 17
Review: Sugardew Island’s Intriguing Shop System Doesn’t Save It
Review: Sugardew Island’s Intriguing Shop System Doesn’t Save It Sugardew Island may have a name that is quite similar to a certain other farming sim, but it actually takes direct inspiration from the Nintendo DS lineup of Harvest Moon / Story of Seasons games. In the end, Sugardew Island fails to live up to those titles, but it does at least offer some enjoyment with the intriguing shop system it has. The colorful, bright, and cheery 3D vibes of Sugardew Island aren’t the most original. You could certainly put this game next to a few others and it would be a challenge for those unfamiliar with the genre to tell them apart. However, the more derivative style of this game is far from the main issue when it comes to how it looks and plays. Screenshot by Siliconera I played Sugardew Island on Nintendo Switch and the Switch version struggles considerably both in the resolution and performance departments. The resolution is pretty awful, resulting in fuzziness and rough edges around the environments and characters, even in handheld mode where it looks the best. This is a shame since this is the type of cozy game that should look fine on Switch, yet it wouldn’t look out of place on the 3DS. Then there is the performance. The general frame rate is a bit lackluster, presumably because of being on the Switch, but this goes beyond platform as well. Sugardew Island , in general, is a rather slow and prodding farming experience. Every action takes just a tad too long to do, like chopping at a tree, or watering a plant. While this fraction of a second of extra time for each action isn’t much on its own, it starts to add up over time as you do chores. I think most of this slowness comes from the ever-so-slight lack of responsiveness. This is best seen while holding the sprint button. Normally, this would be a welcome feature, especially when games like Stardew don’t even have that option. However, turning directions while sprinting is sluggish and awkward, which is a good representation of the overall gameplay. What makes or breaks a farming sim for me is how everything feels. Unfortunately, Sugardew Island lacks the responsive gameplay that I expect. Then there is the matter with the overall progression system. There is a semblance of some sort of storyline at play, but it is as forgettable as can be. Screenshot by Siliconera Having different islands and objectives to upgrade those islands and unlock rewards is, surprisingly, a neat and straightforward system. What is a shame about this is that the tasks to complete them aren’t nearly as rewarding. For one, there are so few characters to meet and the world is one of the least interesting I’ve played in the genre. While there might be romance available, it’s not a game I would play long enough to explore. It is a shame because there is some level of promise and uniqueness. If there is a feature I want in my dream farming sim, it is a shop management system. I am obsessed with the TCG Card Shop Simulator and Supermarket Simulator -style games right now. Interestingly enough, Sugardew Island does include its own mini version of these games. Instead of the usual shipping box like in other farming sims, you make money by selling your crops in your own shop. Every day, you fill the counters with items you want to sell. Then, when you’re ready, you open up shop and sell them to interested customers. You can even haggle prices sometimes. Overall, it is a neat part of this experience and by far my favorite part. Screenshot by Siliconera In fact, a majority of my time in Sugardew Island was just planting crops to then sell them in the shop. This is the most fun I had with the experience. This is why it is so sad that it is still only a fraction of the experience. You can only open your shop once per day and it closes once you run out of items. There is just enough depth here that I wish the rest of the game lived up to. In the end, Sugardew Island is an almost entirely forgettable farming sim. The dated visuals, lack of responsiveness, and awkward gameplay makes it hard to recommend. That said, there is still something special in the shop management system, which is a (brief) joy to use. It’s a shame the rest of Sugardew Island fails to match the shop’s level of enjoyment. Sugardew Island is available right now for Nintendo Switch, PS4, PS5, Xbox Series X/S, and PC. The post Review: Sugardew Island’s Intriguing Shop System Doesn’t Save It appeared first on Siliconera .
PlayStation 4 News Category - SiliconeraMar 15