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.
Farewell North Review (PS5) – A Dog’s World
Farewell North Review (PS5) – A Dog’s WorldRead our review of Farewell North and see if this reflective game is one you should check out! The post Farewell North Review (PS5) – A Dog’s World appeared first on PlayStation Universe .
Reviews – PlayStation UniverseDec 20
Mighty Morphin Power Rangers: Rita’s Rewind Review (PS5) – Back To Action!
Mighty Morphin Power Rangers: Rita’s Rewind Review (PS5) – Back To Action!'Go Go Power Rangers!' Feeling nostalgic? Read our Mighty Morphin Power Rangers: Rita's Rewind PS5 Review to see the Rangers' retro romp hits the spot! The post Mighty Morphin Power Rangers: Rita’s Rewind Review (PS5) – Back To Action! appeared first on PlayStation Universe .
Reviews – PlayStation UniverseDec 18
Skydance’s Behemoth Review (PS VR2) – The Bigger They Are
Skydance’s Behemoth Review (PS VR2) – The Bigger They AreCheck out our review of Skydance's Behemoth, and see if the PS VR2 keeps its run of solid releases going through to the end of 2024. The post Skydance’s Behemoth Review (PS VR2) – The Bigger They Are appeared first on PlayStation Universe .
Reviews – PlayStation UniverseDec 13
Path of Exile 2 v0.1.0d rolls out – here are the patch notes
Path of Exile 2 v0.1.0d rolls out – here are the patch notes The Early Access launch of Path of Exile 2 – a sequel that's been several years in the making – has been met with a pretty fantastic reception. As well as a review score of "Very Positive" on Steam, Grinding Gears' newest action RPG also pulled in over half a million players in just a couple of days. So far so good, it seems. Although, it's not even been a week yet. It's very much early days, still. Much work needs to be done, and no time like the present, as the developer has sent out the first major patch for the game. https://twitter.com/pathofexile/status/1867054101089096179 Version 0.1.0d of Path of Exile 2 has started rolling out, and comes shortly after GGG announced it had initiated some QOL changes to the game, with promises that more would be on the way, along with the full patch notes. Well, today is that day, and the update comes with a host of adjustments, tweaks, and bug fixes, as well as changes to trigger gems and energy gain. Path of Exile 2 version 0.1.0d patch notes You could read the full changelog here . However, I've handily pasted it below to save you from opening a new browser tab. Why yes, I am generous. General Improvements and Changes Passive Block chance now applies to blockable hits from all directions, as opposed to just hits from in front. Player size is now set to Zero units while dodge rolling instead of One unit. Some smaller monsters can now be pushed while dodge rolling. This includes monsters such as the Adorned Beetles in Keth. Inscribed Ultimatums and Djinn Baryas now display whether you will obtain Ascendancy Skill Points upon completing the Trial of Chaos or Trial of the Sekhemas respectively. Removed World Map Pins for encounters that were not from specific locations in Areas. ie. From Monster drops. Improved attack in place behaviour. Rain of Arrows and Firestorm now have a hit-rate limit to prevent cases of them absolutely obliterating very large bosses. This will have little to no impact outside of boss fights with very large hitboxes. Leech has been buffed. Boneshatter now more reliably hits your target. The duration of Armour Break has been increased to 12 seconds (previously 6). To improve performance, Incinerate now creates circular areas of ignited ground instead of segments. Added CTRL+Click shortcut to open the Currency Exchange at the appropriate NPCs. Added a button to travel to the Trial of Chaos on the world map. Added art for Close Combat Support. Added 2D art for the Defiance of Destiny Unique Amulet. Added "Ascendancy Skill Points" as a keyword, which details how sets of Ascendancy Points are obtained. Added search functionality for Gemcutting and vendor inventories when using a controller. Keybinds for searching Stash on a controller have also been updated. Added Gemcutting restrictions option for Gamepad. Added suggested Supports for Time of Need. Updated the suggested Supports for Bonestorm. Added an option for opening the Trade website to the main menu for consoles. Runes now sell to vendors for more Gold. Updated art for Reserved Life and Mana. Updated the description on Runes to clarify that once socketed they cannot be replaced. Auras and Curses that affect ally or enemy resistances now display values in the Skill popout panel. Tweaked the audio of the Kiwi Pets, Chimera Pet, and Baby Crowbell Pet to reduce their impact in town areas. Updated the wording on the Invoker's "...and Protect me from Harm" Ascendancy Passive Skill to clarify its functionality. Updated the description on Hexblast to clarify that it only detonates a single Curse per Enemy in its radius. Updated the description on Fiery Death Support to clarify that the Supported Skill does not need to kill the ignited enemy itself. Reduced the defenses provided to monsters by the Magma Barrier modifier. Walking Goliaths no longer use their suicide attack if they are Rare. Trigger Gems and Energy Gain Trigger gem energy gain was not in the right place, and it was far too easy to use ailments to trigger spells. One problem with the previous system is that if we balanced it to make triggering happen in boss fights then the triggering would happen far too often during clearing. In order to address this, we are now making "Monster Power" part of the calculation for energy gain. This means that it's far easier to trigger skills from Unique Monsters than it is from normal monsters, but you also hit many more normal monsters when fighting. Another issue was using low-level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter, we are making the energy gain dependent on the strength of the ignite. We have also rebalanced all energy gain across the board. Ultimatum Changes Generally improved balance across the board with Ultimatum monsters, bosses and modifiers. Mostly targeting outliers that were too difficult and bringing them in line. The monster density of Ultimatum encounters has been made more consistent. Stormcaller Runes, Blood Globules, Heart Tethers and Impending Doom rings no longer spawn while a player is on a lift or near the altars in the Vaal Soul Core room. Fixed a bug where Player Minions could get stuck at the top of the lift in the Trials of Chaos. Bug Fixes Fixed a bug which caused enemies to be Primed for Stun or Electrocute earlier than intended while in a party. Fixed a bug where Gemling Legionnaires with the Integrated Efficiency Ascendancy Passive Skill allocated could lose their 3 additional Skill Slots if they were empty when entering a new area. Fixed a bug with party member reviving when using WASD input where you could revive party members from too far away. Fixed a bug where "Waystones found have a chance to be a tier higher" on the Atlas Passive Tree wasn't working. Fixed a bug where the Audio Mix setting was not being remembered when restarting the game. Fixed a bug where one of the small Passive Skills in the Fleshcrafter cluster was not connected to the Notable Passive Skill. It is possible for your Passive Skill Tree to be reset if you had this cluster allocated, apologies! Fixed a bug where you could not open a portal in The Riverbank in Cruel difficulty. Fixed a bug where some of Zalmarath, the Colossus' skills could persist after their death. Fixed a bug where opening a full-screen panel while disenchanting could prevent you from performing any actions until you relogged. Fixed a bug where some fire spells, such as Volatile Dead and Incinerate, were not functioning correctly with Raging Spirits. Fixed a bug where "Buffs on you expire Slower" from the Prolonged Assault Notable Passive Skill and other Chronomancer Ascendancy Passive Skills was applying to Debuffs and other effects as well as Buffs. Fixed a bug where non-reviving Minions were spawning a Remnant from the Grim Feast Buff when dying in your presence. Fixed a bug Infernalists with the Pyromantic Pact Ascendancy Passive Skill allocated were considered to be on Low Infernal Flame if they were at 50% of Maximum Infernal Flame or lower, instead of 35%. Fixed a bug where the world map icon for Candlemass in Cruel was not updating correctly. Fixed a bug where you could be unable to upgrade Gems despite satisfying the Attribute Requirement by having the Adaptive Capability Gemling Legionnaire Ascendancy Passive Skill allocated. Fixed a bug where Fiery Death Support was not dealing damage correctly. Fixed Infusion Support Gems on Herald skills applying the gain damage as extra elemental damage to all attacks instead of just the damage from the Herald skill Fixed a bug where Expedition encounters could fail to generate in the Decay Map. Fixed a bug where Quality on the Sacrifice Skill was causing Minions to Revive 0-5% more slowly, instead of more quickly. Fixed a bug where the exit portal for the final boss in Trial of the Sekhemas did not visually display upon killing the boss. Fixed a bug where socketed Skills you didn't meet the requirements for were missing their name in the Skills menu when using a controller. Fixed a bug where the Elemental Storm skill granted by the Stormweaver's Tempest Caller Ascendancy Passive Skill could sometimes place the storm underneath you. Fixed a snapshotting bug with the "Loads an Additional Bolt" Crossbow modifier. Fixed a bug where the Contagion Skill was not spreading Poison. Fixed a bug where Tempest Bell could become invisible. Fixed a bug where NPCs were missing their name labels in Hideouts when using a controller. Fixed a bug where signing into a guest account on PlayStation 5 could delete your friends list in-game. Fixed a bug where you could sometimes be unable to enter your hideout on PlayStation 5. Fixed eight instance crashes. Fixed six client crashes. Fixed a client crash that could occur on Xbox. Fixed three client crashes that could occur on PlayStation 5. The post Path of Exile 2 v0.1.0d rolls out – here are the patch notes appeared first on Destructoid .
PS5 Archives – DestructoidDec 12
Fairy Tail 2 Review (PS5) – A Fun Action-RPG Sequel Designed For The Fans, But Not Without Its Flaws
Fairy Tail 2 Review (PS5) – A Fun Action-RPG Sequel Designed For The Fans, But Not Without Its FlawsFairy Tail 2 is a fun game that at points feels budgeted and forced out the door. Find out what we thought in our Fairy Tail 2 PS5 review. The post Fairy Tail 2 Review (PS5) – A Fun Action-RPG Sequel Designed For The Fans, But Not Without Its Flaws appeared first on PlayStation Universe .
Reviews – PlayStation UniverseDec 11
Review: Fairy Tail 2 Is Flashy Fun, but Unstable on Switch
Review: Fairy Tail 2 Is Flashy Fun, but Unstable on Switch There's been discourse recently about whether or not a reviewer should have an intimate knowledge of the source material a game is based on before playing it. While the arguments were based on the new Indiana Jones game , I found it relatable as I'd been playing through Fairy Tail 2 . I have not seen the anime, read the manga, or even played the original video game adaptation. I am joining halfway through the story, which could have been a recipe for disaster. Thankfully, it was not. Fairy Tail 2 takes place during the manga’s original Alvarez Empire Arc, which acts as the story’s major climax. It centers on the Fairy Tail guild of mages as they take on the invading Alvarez Empire. The Empire is commanded by an immortal mage named Zeref, whose long life and inability to be defeated has made him cynical and eager to claim power simply because he can. To do this, he recruits the Spriggan 12, a misfit bunch of powerful mages all with their own agendas. Defeating them takes up most of the earlier parts of the story. Screenshot by Siliconera As stated, starting here could have been a terrible idea, but it says a lot about the strength of this story that I still had a great time. The game does an excellent job of getting the player on board, mainly as a refresher for those returning from the first game, but it worked to my benefit too. Every character gets a moment that highlights exactly who they are, the main cast are introduced gradually, and special campfire scenes even outright show flashbacks to significant character moments of the past. There are also walls of text that explain each character's backstory if you need them. However, I didn't really want to sit and read each of them because it was a lot and I wanted to get on with the game itself. Fortunately, they weren’t really necessary. It helps that this is a delightful cast that quickly charmed their way into my heart. Natsu, our protagonist, is a meathead with a heart of gold who doesn't seem to understand what's going on most of the time but he is at least enthusiastic. His feud with Gray is also a highlight, as these moments of unnecessary competition between the two always made for excellent comedy. Especially when Gray’s clothes decide to inexplicably vanish to everyone’s confusion. Screenshot by Siliconera The character dynamics were the highlight for the story for me. The team are constantly communicating with each other, often joking around and sharing stories. The campfire stories, unlocked by leveling up the cast, also provide some extra scenes that flesh out who this band of weirdos are. They even manage to make this extend to the villains, as each member of Spriggan 12 has some connection to the main cast that emerges during the boss fight. This could be Erza confronting Ajeel out of a sense of duty or Wendy learning to become more powerful when facing off a near-impossible fight with a time mage. It was a nice touch and one that made the villains feel like a team in their own right. Screenshot by Siliconera Combat in Fairy Tail 2 is a great time. It sits somewhere between real-time and turn-based. You can freely throw out moves, but everything ultimately has a cooldown you have to wait for. You have a basic combo attack that helps build up ability points. With those points, you can throw out special moves and chain those for as long as you have said points to use them. As you hit enemy weaknesses and break their armor you increase your Fairy Rank, increasing how many ability points you can accumulate at once. It leads to some chaotic battles as every character ultimately throws out huge flashy moves, yelling their attack names and exploding the screen in magic. There is a guard button but more often than that not so much was going on I found little opportunity to use it. It’s a little messy but it feels amazing. It's not perfect, as at times it can feel repetitive, especially early on when you have few moves to play with. I also would love to have had more control over character switching. As it was I could only change character when my current one was idle, but it would have felt more satisfying if I could switch mid-combo and chain attacks together. It's not a deal breaker by any means, but it would have improved the flow of battle drastically if that change was there. Screenshot by Siliconera What I was less impressed by was the game's abysmal performance on the Switch. Whenever I entered an area with a lot of characters on screen, or just a field that was a little too wide, the frame rate plummeted through the floor. Some battle animations got extremely choppy at times too, as the Switch desperately tossed out animation frames simply to keep things going. And that's before we get to the potentially game-breaking issues. Loading screens were always a tense experience, not only because they were long but also because they would often freeze up entirely. One chapter opened with a total hang that could only be ended by briefly returning to the Switch home menu and back, allowing the game to remember what it was doing. I even returned to the game on one session only to discover the game had loaded in as a pure white void. If these were pre-release bugs that will be fixed in a day one patch, I'd be willing to bump my score up a point. However, if this is a general issue with the Switch itself, I highly recommend playing Fairy Tail 2 on another platform. Unless other platforms are experiencing other issues, of course. I was able to mostly forgive all this, however. The story and the combat both did a lot to win me over. Combat could certainly do with some minor tweaks but nothing that ruins the experience, while the story has convinced me to go check out more of the franchise at some point. Fairy Tail 2 was a great time. If you’re a fan of the series already, you are almost certainly going to have fun here. It’s just a shame the technical issues on Switch hinder the experience. Fairy Tail 2 will release for PCs via Steam on December 12, 2024. The PS4, PS5 and Switch versions will release on December 13, 2024. The post Review: Fairy Tail 2 Is Flashy Fun, but Unstable on Switch appeared first on Siliconera .
PlayStation 4 Archives - SiliconeraDec 11
Review: Mighty Morphin Power Rangers: Rita’s Rewind Is a Faithful Ode
Review: Mighty Morphin Power Rangers: Rita’s Rewind Is a Faithful Ode I've always felt there was a certain kinship between Teenage Mutant Ninja Turtles and Mighty Morphin Power Rangers . Both properties follow unconventional teams of teenaged superheroes who battle weird monsters using their fighting skills, cool weapons, and distinctive vehicles. The roots of both lay earlier than their most popular forms, and both have seen numerous follow-ups and reboots that despite their success haven't managed to bottle lightning in quite the same way. Perhaps most importantly for our purposes today, both are also perfectly suited for video game adaptations. This is also a point of divergence, however. Where the Teenage Mutant Ninja Turtles are practically woven into the fabric of video gaming history due to Konami's outstanding and wildly successful run of games in the late 1980s and early 1990s, the Power Rangers have never been able to fully shake off that "licensed game" feeling. It would be easy to explain if all of the games based on the IP were of dubious quality, but there have been a number of good games featuring the multicolored martial artists. For whatever reason, none of them have had the right combination of elements to hit it truly big. Screenshot by Siliconera Enter Digital Eclipse and Mighty Morphin Power Rangers: Rita's Rewind . Following in the footsteps of other successful beat 'em up revivals like Teenage Mutant Ninja Turtles: Shredder's Revenge and Streets of Rage 4 , this game sees the original teenagers with attitude taking on a threat from the future. Coming off her villainous turn in 2023's Mighty Morphin Power Rangers: Once & Always , Robo-Rita has decided that two Ritas are better than one for conquering Earth. She transports herself back in time to 1993 to team up with her younger self and take down the original teenagers with attitude while they're still young and inexperienced. Zordon doesn't miss a bit and has Alpha press the team into action immediately in order to put a stop to this time-bending crisis. What follows is a few hours of Putty-pummeling, Goldar-grinding, Bulk-bragging action. Everything has been put together here with an eye to pleasing fans of the earlier episodes of Mighty Morphin Power Rangers , with every big boss being pulled from those foundational tales. You'll travel through many familiar locations, and the Putties are always dressed for the occasion. You can even hit up the Juice Bar between episodes and listen to Bulk go off about how he was the one who actually saved the day. While not quite up to the sheer excesses of Shredder's Revenge , I think fans are going to be pleased with how the Rangers and their world are represented. Screenshot by Siliconera Mighty Morphin Power Rangers: Rita's Revenge is so dedicated to making sure all the core elements of the series get their proper due that it takes some very odd swings at times for a co-op brawler. Is it really Power Rangers if the Megazord doesn't awkwardly knock around the monster of the week for a bit before using its Power Sword to finish the job? For better or worse, you're going to get the full Power Rangers experience here. That means that in addition to the standard belt-scrolling punch-ups, there are a few other kinds of stages you'll have to deal with. Two of them play like variants on SEGA's popular Super Scaler games, with one putting you on the back of a motorbike and the other in the cockpit of your very own Zord. These stages offer a pinch of Space Harrier and a touch of Hang-On , with a few moments of clumsy platforming for the land-bound Zords. Destroying certain objects and enemies will give you some temporary power-ups, but the general rule here is to just keep blasting everything. Avoid attacks where possible, and be very careful not to fall down a pit as it's an instant life lost if you do. While a nice change of pace and a good nod to an aspect of the Power Rangers that tends to get forgotten, these stages run on a bit longer than I feel would be ideal. They're also very repetitive, following the same broad structure each time they appear. Screenshot by Siliconera The other oddball gameplay type comes when the Rangers form the Megazord to battle a giant opponent. It plays out a little like a first-person take on Punch-Out!! , with you having to dodge enemy attacks and counter with punches of your own. Your aim here is to fill up the meter charging your Power Sword. Landing hits will fill it, while taking hits will drain it. There are three levels to charge up, and even if you get boxed around a fair bit you can only drop down to the bottom of your current level in the gauge. Once you fill it up, the Power Sword will drop and you can use it to deliver the final button-mashing blow. Very cool stuff, even if it comes off more methodical than I'd prefer by the end. I think there are two ways to look at these alternate stage types. If we look at Rita's Rewind as a beat 'em up, I think these stages take too long to complete and are too repetitive to work as a palate cleanser for the brawling action. This game loves its phases, and going through the same time-consuming routine with each Megazord boss fight loses its luster after a while. The Super Scaler-style stages are more varied, but they too recycle certain phase-based sequences too often. The worst is if you happen to run out of lives near the end of one of these stages, since continues send you back to the start. This is less of a problem in multiplayer than it is in solo play, but it can be very disheartening. Screenshot by Siliconera If we set aside the beat 'em up mindset however, and just look at this as a Mighty Morphin Power Rangers game? These stages seem practically essential to the experience. Sure, we don't see many episodes where the robot T-Rex sprints and hops its way through canyons, blasting everything in its path. But these sections, along with the motorbike bits, are very cool in that Power Rangers way. The Megazord fights might be formulaic to a fault, but how could you possibly dislike boxing a giant monster's face while the Mighty Morphin Power Rangers theme song plays in the background? How can you not be hyped to see the Megazord do his familiar clunky sword retrieval and then use it to blast away the boss? It's utterly Power Rangers . It has to be here. Let's talk about the beat 'em up mechanics, as you'll spend the bulk of the game playing the brawler stages. You have a melee attack that goes into a combo, and the last hit generally hits behind you as well as in front. You can do an aerial attack, and you had best practice that because you are going to need it. There's a jump kick, a ground pound, and a dash attack. You can perform a backflip that works as a dodge, and you can pose. Posing gives you a little bit of energy for your super gauge, which otherwise simply fills up as you fight. Grabbing Power Coins from smashed objects will also help build your meter. Once it's full, you can call on your Zord for a screen-wide super attack. Aside from Power Coins, you can also pick up health-restoring food and some collectibles by smashing everything. So, you know. Do that. Screenshot by Siliconera Apart from light cosmetic differences, all the Rangers have the same set of moves. I can't be fully sure, but I think there might be some mild differences in their speed and power. This is one aspect of Mighty Morphin Power Rangers: Rita's Rewind that disappointed me. The move set is adequate even if it isn't anywhere near the better games in the genre, but the fact that there is so little variability between characters is unfortunate. The characters all have their own style in the show, and that would have been really cool to see expressed here. One of the things that makes games like Shredder's Revenge or Streets of Rage 4 so fun to replay is in how each character feels distinct from the others. In this game, even the unlockable character plays more or less like the rest. Still, there's a decent flow to the combat. It's closer to the speedy chaos of Shredder's Revenge than anything, and you can zip around the screen taking out multiple opponents with ease once you get the hang of it. Fighting is breezy and fun, and Digital Eclipse has done a great job of taking notes from how the Turtles games create variations on the Foot Soldiers to stretch the Putty forces into a varied bunch. It's rare to fight any basic enemies that aren't Putties, with the Tenga Warriors serving as the other main punching bag baddies. The AI isn't very clever, but I suspect most don't want it to be in this kind of game. Screenshot by Siliconera The boss battles by and large lean hard into the phase-based approach. You'll be able to attack them for a bit, then they'll go invincible and do some kind of pattern you'll have to dodge a few times, then back to the vulnerable state, and repeat until dead. I'm not personally a huge fan of this style of boss battle in a beat 'em up, but outside of one extremely annoying portion of the fight with Bones, I didn't find any of these fights terribly egregious. Solo players might find themselves vexed by a couple instances where the battle was clearly designed for multiplayer, however. Multiplayer is a key component of Mighty Morphin Power Rangers: Rita's Rewind . At this point in time, you can have up to two players online and five in local play, but Digital Eclipse has stated that you'll be able to go online with more players in the near future. At any rate, even one additional player makes a huge difference here. As I said earlier in the review, this game gets a lot better if you take it more as a Power Rangers game than as a beat 'em up. The Power Rangers aren't exactly known for going it solo. It can be a challenge to design a game to work well in both single-player and multiplayer, and this one leans more towards satisfying the latter experience. Screenshot by Siliconera Some of the bosses and enemy encounters can be troublesome when you're alone, and it sometimes feels as though your moveset is insufficient to deal with everything being thrown at you. When you're flying solo, it's a lot easier to notice how rote the Scaler stages and Megazord fights are. Even the voice clips seem to assume other players on the field, which comes off weird when you're the only Ranger around. Bring in other players, and you'll have a far better time. It's incredibly chaotic with a full set of five, but you'll not only be able to handle the challenges with greater ease but also will be able to pump each other up when the game starts cooking up its more hyped moments. The only fly in this multiplayer operation comes in the Megazord fights. There's only one giant robot, after all. You end up passing control to the next player when you take damage or reach a new level of the Power Sword gauge, and it comes off as a clumsy solution for a difficult problem. It at least keeps everyone on their toes, if nothing else. Again, if everyone buys into the premise and is rocking along to the chants of GO GO POWER RANGERS , this isn't going to be a big deal. As a game design element it's somewhat lacking in elegance, but the presentation helps paint over it. Screenshot by Siliconera Indeed, the presentation is virtually unassailable in Mighty Morphin Power Rangers: Rita's Rewind . The pixel-art graphics are excellent, both detailed and well-animated. The backgrounds are packed with fun details, and I got a kick out of the different Putty disguises. The Super Scaler-style stages look terrific, and the Megazord fights do an superb job of making you feel like you're in the cockpit. The music rocks in all the right ways. The main theme isn't overused, and the additional tunes fit perfectly. I love that Bulk and Skull's theme is in here despite the pair being not much more than a cameo. The sound effects are great, too. Hits have a nice thwack to them, just like in the show. You also have access to a really good CRT-style filter, and while I am not normally in love with such things, this one was good enough that I kept it on during most of my playtime. In terms of other options, there are four different difficulty settings including one you'll have to earn. You can also play a speed run mode that times you as you make your way through each stage. In true Digital Eclipse fashion, there are also some unlockable faux-retro games that you can play in the Juice Bar. They're all quite enjoyable, and they'll keep track of your high scores. Screenshot by Siliconera At the very least, I can say that Mighty Morphin Power Rangers: Rita's Rewind is a well-made game with a lot of love put into it. How much farther than that it goes really depends on how you approach it. A solo player looking for the next top-tier beat 'em up is going to find that a lot of annoying design choices were made here. A Power Rangers fan with some friends in tow looking to relive the good old days is going to have an absolute blast. I'm not sure if I would call this the best game to carry the Power Rangers license, but I'm comfortable calling it the best Power Rangers game. Go, go. Mighty Morphin Power Rangers: Rita's Rewind is available for the Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X, and PC. The post Review: Mighty Morphin Power Rangers: Rita’s Rewind Is a Faithful Ode appeared first on Siliconera .
PlayStation 4 Archives - SiliconeraDec 10
Legacy Of Kain: Soul Reaver 1 & 2 Remastered Review (PS5) – Two Classics That Carry Their Age For A New Generation
Legacy Of Kain: Soul Reaver 1 & 2 Remastered Review (PS5) – Two Classics That Carry Their Age For A New GenerationLegacy of Kain: Soul Reaver 1 and 2 Remastered is a solid return for the franchise. Find out what we thought in our Legacy of Kain: Soul Reaver 1 and 2 Remastered PS5 review! The post Legacy Of Kain: Soul Reaver 1 & 2 Remastered Review (PS5) – Two Classics That Carry Their Age For A New Generation appeared first on PlayStation Universe .
Reviews – PlayStation UniverseDec 9
Mighty Morphin Power Rangers: Rita’s Rewind Review
Mighty Morphin Power Rangers: Rita’s Rewind ReviewThis beat 'em up nails the look and feel of both Power Rangers and its arcade game inspirations.
IGN ArticlesDec 9
Among Ashes Review (PS5) – A Two-For-One Horror Experience
Among Ashes Review (PS5) – A Two-For-One Horror ExperienceAmong Ashes is a unique take on the Survival Horror genre that does a lot right. Find out what we thought in our Among Ashes PS5 review! The post Among Ashes Review (PS5) – A Two-For-One Horror Experience appeared first on PlayStation Universe .
Reviews – PlayStation UniverseDec 9