Pedro Cooray
Bo: Path of the Teal Lotus wears its inspirations boldly – Hollow Knight in particular – but makes its unique mark in a delightfully crowded modern Metroidvania market. The platforming is difficult but the level design is creative. The boss fights are too long but encourage you to use what you've learned. There are UI issues but they don't occur often enough to ruin the game. The bridge section is brutal but shows an impressive confidence in the level design that persists until the end. The writing, art, and music are sublime. You should play this if you're a genre fan with more patience than me.
Shin Megami Tensei V: Vengeance adds numerous quality-of-life improvements and drastic changes to the story and exploration that make the original game seem outdated. Plus, since the original campaign is still available in the Path of Creation, you are technically getting two games in one package. The new characters give you more reasons to care about the narrative, the new exploration options are thrilling, and the Press Turn combat system is as rewarding as ever. The series's eccentricities may not be for everyone, but no other franchise provides an experience quite like Shin Megami Tensei.
RKGK is a tight, smooth platformer that lets you take your time exploring each level, then challenges you to rush out and apply what you've learned. It packs a ton of fun ideas and a wide spectrum of difficulty into 6 hours, and gives you more than enough reasons to return to earlier levels for more things to find. It's all about art, down to how you will accidentally create art based on how you play. There needs to be more games like RKGK. It's simple, sweet, and leaves you wanting more.
Sand Land is ambitious, full of ideas, and clearly wears its admiration of Toriyama's work on its sleeve. Your ever-growing pantheon of Bots is a highlight, letting you explore the world and take on enemies as you please. The town-rebuilding aspect is deeply rewarding, and the game becomes more beautiful as you keep playing. However, the abundance of menus required for crafting, the monotonous out-of-vehicle combat, and the endless fountain of repetitive chatter mar an experience that's nonetheless worth experiencing. I think Sand Land is going to be the infrequent RPG I continue playing after review, but maybe on a better computer.
Thanks to the way Suicide Squad – and every game following the live service model – is structured, this review will probably be obsolete a year from now. The current (base?) version of the game is pulling its punches for now, to dole them out seasonally over the coming months and years. Based on player retention, there's no way to know if it'll be worth your while in the long term to jump into Suicide Squad at launch. But there's the kicker, you can get a lot out of it already, just not in the ways live service models are known for. A genuinely compelling narrative, a huge city to play in, and the prospect of playing with friends are a solid foundation to grow from, even if the repeatable mission design needs some work.
Seemingly made by a single person, Protodroid DeLTA is a riveting action platformer clearly inspired by the Mega Man franchise, but easily able to stand as its own title. Brilliant level design and mechanics pair with impressive writing to deliver a title that's difficult without being frustrating. At roughly 6 hours, it doesn't overstay its welcome and raises hopes for future titles from the developer.
Trinity Trigger is an enjoyable action RPG that successfully calls back to classics like Trials of Mana. Switching between 8 customisable weapons, and the worldbuilding and narrative, are all wonderful concepts executed well. It's dragged down by inelegant systems, like item management, having to switch characters perhaps more than intended, and those awful barks. But if you're a fan of 90s RPGs, or if you want to see what they were like, Trinity Trigger is a decent place to start.
Sherlock Holmes: The Awakened is smaller than the game it's a sequel to. It had to be, due to painful real-world events that affect the developer to this day. But by streamlining mechanics and sticking to what they do best, Frogwares delivers a refreshingly focused experience. Despite its gruesome subject matter, the game is a joy to play, taking care not to cause anxiety through gameplay. This is a masterful detective game, giving you the tools to figure out complicated mysteries on your own. The final chapters may leave certain things open-ended, but that only raises hopes that Frogwares can make another fantastic game next time. Based on their past work, I know they can.
Tales of Symphonia Remastered is not the best version of the GameCube original, but that doesn't mean it's a bad experience. The story still holds up, combat is still exciting, and the characters are some of the best in the series, but all these systems take getting used to compared to newer games. Worst of all is the Switch version, which brings several new technical issues to the game, includes short but repetitive loading screens after you do almost anything outside of menus. It may be a deal breaker for some, but for others it might be a small price to pay to play an RPG classic on modern consoles.
For fans of the OG PSP game, Crisis Core Reunion is a fantastic remaster, seeing how meticulously a game can be updated with enough budget behind it. For fans of Final Fantasy VII on PS1, this is an opportunity to play the best game in the original Compilation (no offence to Dirge of Cerberus) on modern consoles. Its many changes and additions help bring these PSP mechanics closer to modern standards and the game is better off for it. For fans of Remake keen to understand more of this world and characters, Crisis Core is a great amuse-bouche before Rebirth launches next year.
Pentiment is a remarkable achievement in storytelling. If I were to play again and make different choices I'm sure I would discover new dimensions to these characters I've come to know very well. Thanks to the game's aesthetics, its meticulously researched writing, and the pedigree of its development team, the story of Andreas Maler is well worth experiencing. The game gracefully balances serious themes, soap operatic twists, and some very funny moments, revolving around a large cast of diverse, complex characters. Obsidian may have taken a risk making a game so unlike anything else they've made before, but the gamble has well and truly paid off. It's not just a game for lit nerds.
A Plague Tale: Requiem is both a worthy sequel to a sleeper hit, and a brilliant game on its own. Asobo Studio have shown their knack for using believable human relationships as the basis for an unrealistic supernatural horror story. The next chapter in Amicia and Hugo's story deserves to be seen, if anything because the narrative is both unique and powerful. Despite the increasing brutality of this world and minor mechanical issues, you'll be in safe hands with this game, unlike our young heroes.
Mothmen 1966 is ultimately a terrific little horror game, reminding us that the genre can be more than first-person jumpscare factories. As the first episode of the 3-part first volume of Pixel Pulps, the adventures of Holt, Victoria, and Lee provide a terrific first impression of what will hopefully be a memorable series. The brief interactive interludes do not hold up to the polish of the writing, soundscapes, and graphics of Mothmen 1966, but LCD Game Studio have a chance to update those mechanics when the next episode, Varney Lake, comes out later this year.
Gibbon: Beyond the Trees is a fantastically paced game seemingly designed to be experienced in bite-sized chunks with challenging controls that could be mastered by those willing to put in the effort. With all the thought and care put into representing these beautiful creatures and their heartbreaking lives, the game’s issues appear to stem from a lack of resources, not passion. Despite the repetition and technical struggles, it’s a short, sweet experience whose positive elements are more memorable than its faults.
It’s cheery, lighthearted entertainment, but the focus on local multiplayer comes with the loss of a stronger game for solo players, where it’s a lot easier to think about the missed opportunities and strange restrictions contained within its bright facade.
FixFox is a delightful title that manages to be a comfortable experience despite the at-times heavy themes. The self-fulfilling loop of repairing machines is the highlight, and it’s what you’ll be doing most, outside simple puzzles. Occasional unclear objectives, however, drag the experience down during specific moments. But once you get past FixFox’s quirks, it confidently takes you through a gentle, emotional ride.
Chocobo GP could’ve been a simple kart racer that draws players in with beloved characters and tracks from the history of Final Fantasy, but instead, Square Enix boldly chose to make a sequel to an unpopular PS1 game. Bolder still was the choice to gate the promise of a more interesting game behind season passes and premium currencies. Mechanically, Chocobo GP is sound, and has enough ideas and potential to stack up to other franchise racers. However, I’m anxious to see how long this game lasts after release. There’s every chance it’ll develop a loyal playerbase large enough that Square will continue to support it, and maybe even rebalance the game to make that price of entry less steep. But as it stands, I don’t think Chocobo GP offers enough at launch to justify the effort and money required to keep playing it.
Nobody Saves the World blends recognisable aspects from different genres to create a wholly unique action adventure experience.
Pupperazzi isn’t difficult or cerebral. This photography simulator doesn’t have the budget or serenity that other games in the genre might provide, but handily makes up for it with charm, personality, and hundreds of dogs being big goofballs. Even playing the same level multiple times will give you a random assortment of dogs and toys to mess around with, so the game doesn’t grow stale easily. It’s a fantastic example of a video game letting you live out a simple real-life fantasy: walking around without a care in the world, taking photos of endless dogs, and their fluffy, scratchable butts.
The game’s all-encompassing tension, infrequent story beats, and exciting systems all add up to an experience that effectively satisfies the challenging RPG niche that Shin Megami Tensei first carved out in the late 90s.