Review by · December 6, 2025 · 12:00 pm

Indie games can be difficult to review because they can ignite the imagination, get your head bobbin’, and make you fall in love with characters, but may also have a host of jarring problems. Do I love this game or do I hate it? Well, that depends on what part of the in-game week I’m in and how many bugs I run into. On its better days, Demonschool is easy to swoon over because of its sheer style and unique storytelling.

Faye is our bold, sincere, and intensely charming college student protagonist bound for Hemsk Island to study for the year. She meets a friend on the boat over, Namako, who is her foil, but also her platonic soulmate. The game pulls no punches as we almost immediately witness demons blowing students up into mists of blood. Gruesome though it may be, Demonschool celebrates the cheer of Italian gore horror, almost singularly accomplished through its artwork and music.

Studying isn’t in the syllabus as Faye realizes she and her growing group of friends were brought here to fend off a demon invasion. All is not so grim, though, because they still have a school, which means bonding over karaoke, cooking together, and going on dates. Classmates disintegrating before their very eyes will have to wait.

A combo attack animation in Demonschool.
Quick! Photograph them to death!

One might say, “Well, that’s macabre and inappropriate.” And that’s right! But Demonschool balances the urgency of the demon invasion with levity. Faye fascinates me because she is bizarrely and comically excited about murdering demons—and the artwork conveys this—yet cares deeply about innocent lives and standing up to authority. Flirty and occasionally unaware, Faye has so many layers that work phenomenally well together throughout the entire narrative, even as the tone gets a bit serious by the endgame.

Demonschool’s narrative flow begins on Mondays with three phases during each day: morning, evening, and night. Faye’s crew get an assignment or sniff out a mission early in the week, investigate it throughout the week, and have to nail the assignment or achieve the weekly MacGuffin by Friday. Then the weekend happens, and nothing bad ever happens on weekends. Rinse and repeat. Players explore various locations across Hemsk Island, typically clicking on people with white speech bubbles above their heads that turn grey after a brief exchange.

Eventually, the locations spider out into fifteen or so places, which can really slow down the experience, but I sorta didn’t mind because the NPCs almost always have something funny to say, especially in the first half of the game. The NPCs change up every week and sometimes have something new to say during the week, so if you’re like me and compulsively want to experience all of the content, be prepared to visit every location multiple times during the week to avoid missing this fantastic writing. Some quality-of-life features here would have been a real time save, but I’ll complain more substantively later.

A reference to an old indie sci-fi movie.
Cube spoilers. What a reference, too!

Key mission targets and side quest opportunities are clearly indicated on the location menu, so if you don’t care about the NPC dialogue, you can breezily get to the meat. I couldn’t help myself, though, because Demonschool’s quippy conversations are core to enjoying the game’s tone. Almost every time, the NPC will have some silly name like “Heights Enjoyer” on the roof and will have something witty to say about heights—and enjoying them. The whole affair is addicting because it’s so on-the-nose, yet cleverly written. I chuckled throughout.

In terms of the flow and pacing, Demonschool can be a bit of a slog as the mid-week can feel like filler; it’s as if the developers rigidly decided that all segments of the core storyline need to fit into this Monday-to-Friday mold, and had to find ways to fill in each of the three phases of the five weekdays. The result can feel sluggish and irrelevant at times, though the writing commendably obscures the wild goose chase. To make matters worse, the number of battles can feel just as much like filler.

Demonschool’s battles are simple yet excellent. When Faye and friends run into a demon, the screen will shake a little as Faye ravenously charges the team into battle, as if fighting demons is the most exciting act imaginable (I love her enthusiasm every time). Faye’s team is launched into a nether realm, somewhere between the human and demon world, and fights on a square-based grid. Players decide which allies will join the team, usually four out of several choices. Enemy positioning varies, which can feel gimmicky at times (e.g., all enemies lined up neatly in three columns).

Rude options to enhance storytelling.
Hungry thesaurus. Famished onomasticon. Ravenous synonym book. Am I doing it right?

This is where I interpret Demonschool more as a puzzle game than a strategy RPG. Players have finite action points with which to move the heroes, typically three spaces orthogonally or diagonally. If an enemy lies in wait, most characters will stop movement and hit the enemy, occasionally pushing demons into other demons for added damage. At other times, characters will have some other added effect, or even zip through the entire line of enemies. In this way, battles are almost singularly about positioning.

Expect damage numbers to range from 1 to 2, with special abilities potentially rising to an excessive 8, as almost all demons have four or less health. The mechanics of Demonschool are rich: some support characters can buff or heal allies, debuff enemies, move enemies around, place obstacles on the field, and so on. When characters earn enough mana points by acting on enemies or allies, they can activate a special ability, which is unique to each character. Fundamentally, these often involve elemental effects and unique attack formations, and can substantially change the course of battle.

Every battle has an expected turn limit—think of it like par in golf. If you meet this goal and no ally dies, you get bonus currency. The reason Demonschool can feel like a puzzle is that every battle can easily meet these conditions supposing you outfit your characters with the right abilities and choose a good composition for that battle. I was able to meet these conditions for nearly every battle, though I sometimes chose the “restart battle” option.

What’s more, every time players plan their turn, they can undo movement swiftly and choose a different option. This is especially helpful when learning how the mechanics work together in the beginning, and also towards the end of the game when battles and abilities can become complicated and multi-step. Pressing the confirm button triggers an extraordinarily satisfying visual as characters act out the planning phase in smooth, stylistic fashion. Enemies then take their turn and pounce on the good’uns.

Demonschool bleeds style. In this day and age, we expect bold animations when characters speak, not still images. Still, Demonschool absolutely excels in its character artwork. Almost every emotion matches the script well, and characters frequently change poses—coupled with a tasteful shake of the image. In fact, one of Demonschool’s many minigames to build relationship status with an ally involves guessing what emotion their silhouetted pose is. The artwork unquestionably breathes life and style into the large cast’s personalities and accentuates the dramatic story woven between them.

Poison covers the battlefield in Demonschool.
I wonder if Tom Savini would approve of using green to designate poison.

The landscapes are no slouch, either, as most locations boast incredible detail, yet have a blocky, polygonal simplicity to them. Demonschool’s rich style is so hard to describe because on its surface it appears basic and elementary by today’s standards, but the whole composition comes together with such vibrancy that I absolutely fell in love with it instantly and throughout the 45-hour trek. With a game like Demonschool that seems almost entirely about the vibes, a good soundtrack is a necessity.

Lucky for us, Kurt Feldman composed an outstanding soundtrack. Expect heavy reliance on synthy, bassy keyboard with frenetic percussion. Harmonicas, too! As is essential, the themes match every instance in the game, making no track feels jammed in inappropriately. Given Demonschool’s many hours of gameplay, some recurrence is noticeable, but it never feels repetitive, likely because of the sheer quality of almost every single work. “Weekend” is my personal favorite.

With so much to love about Demonschool, all is not immaculate. As referenced earlier, Demonschool has a significant pacing problem and can feel longer than it needs to be. Although I enjoy the battle system, the simplistic nature of combat—despite its various mechanics—doesn’t warrant as many needless battles as the developers throw at us. Since victory and failure can sometimes feel like they’re on a knife’s edge, precision reigns supreme, which can make each affair feel a bit daunting, especially when there’s little story relevance to several encounters.

Expect to do some mundane exploration on Tuesday to Thursday throughout each of the three phases, and expect the team to run into some demons in a bathroom, at the harbor, in the alley, and so on. Though Faye dramatically thrusts the team into combat, the demons appear randomly and without cause. While, yes, the demons are invading and the chance encounter makes sense conceptually, from a narrative perspective it all feels like filler. I want the good stuff, and the good stuff isn’t a random battle after the team encounters a dead end on a poor lead.

Demonschool's main cast hanging out in their hub room.
Home base comes with several different styles to outfit your very own rectangular box.

I started reviewing this game back in August, and it has met several delays since the start of its development. At the time in August, it was rough around the edges—crashes, quest markers never disappearing, visual issues, etc. The team delayed the game again, and I hopped back in a couple months later after several patches. While most of the pre-release issues have been hammered out, I continue to run into crashes and visual anomalies in the post-release, though far less frequently. Although Demonschool continues to receive patches, the technical issues are an unfortunate blemish on an otherwise stellar experience.

Demonschool’s hard to score, because most titles—including the AAA variety—don’t have the bold vision and intense style of Demonschool. We play indies to witness new ideas with a healthy degree of polish, though they also come with their issues. All in all a memorable and pleasurable experience, Demonschool is at times a slog, at others food for the soul. If you have the time to enjoy a novel jaunt through early adulthood, settle in for an otherworldly experience.

  • Graphics: 85
  • Sound: 90
  • Gameplay: 75
  • Control: 100
  • Story: 80
80
Overall Score
(not an average)

About our grading scale

Review by · December 3, 2025 · 6:00 am

Revenge is a road that never loops back to where you began. Every step pulls you further from the person you once were and closer to the one you may become. In Octopath Traveler 0, that idea shapes the entire journey. Your hometown lies in ruins, your family is gone, and the only thing pushing you forward is the hope that those responsible will face what they have done. Yet as you close in on the powers that rule Orsterra, the pursuit turns inward. Are you here to rebuild what was lost, or are you simply chasing a victory that will never feel like enough?

When you peel back the layers of Octopath Traveler 0, you find a tale that begins with a single act of devastation but expands far beyond a straightforward pursuit of justice. Three powerful forces shatter your life, and the path ahead seems simple at first. It is anything but. The deeper you push into Orsterra, the more the Divine Rings twist this tragedy into something larger. As mentioned in my preview, since this is a reimagining of the premise from Champions of the Continent, the familiar pieces are here. The three tyrants still embody Wealth, Power, and Fame, but Square Enix has reshaped these ideals to feel heavier and more personal.

The journey never reduces itself to mere vengeance. As you travel through the world, you rebuild the things that loss tried to erase. You restore your town, strengthen what remains of your identity, reconnect with survivors, and slowly piece together a future that seemed impossible in the opening hours. Recovery becomes as important as retaliation, giving the story a steady heartbeat underneath the conflict. Each path, tied to one of the three routes, digs into the flaws that shaped the villains you now face. Ambition, insecurity, and the hunger for recognition twist them into people who might have been heroes under different circumstances. Their humanity gives the story nuance and adds weight to every step you take toward them.

This is one of my favorite stories Square Enix has released to date, easily rivaling their best SNES titles. My main criticism is that the party interactions can feel a bit muted at times. With a total of 34 recruitable party members (not including the main character), the game occasionally suffers from the Chrono Cross effect, where characters are treated more like stats than personalities. Additionally, the second half of the game has pacing issues. Certain chapters drag on far longer than necessary, though the payoff makes the wait more than worth it.

Octopath Traveler 0 story scene with Auguste, the main antagonist in the Master of Fame storyline
Nothing like a little moral corruption to spark creativity.

Octopath Traveler 0‘s gameplay, however, leaves much to be desired. While the gacha system from the mobile release, Champions of the Continent, is gone in this version, poor character balance remains. Many skills feel completely useless, and there is little incentive to engage with most core mechanics. Nearly every boss can be defeated using the same few attacks. Even the break system, which is supposed to exploit enemy weaknesses to temporarily stun them and deal extra damage, is almost pointless, since you can easily win most fights without using it at all. As far as I can recall, only a few optional bosses actually required me to trigger a break.

I found myself defaulting to the exact same handful of moves against every single boss, hardly noticing their attacks or supposed weaknesses. Each boss might as well be a differently colored version of the same fight, like a figurative palette swap. The random encounters, by contrast, are literal palette swaps, with enemies recycled across areas and routes. In fact, by the end of the game, I was still primarily using the same attacks I had in the first chapter. Battles feel like a slideshow of déjà vu, with the systems designed to keep them fresh barely registering. The gameplay is a Swiss Army knife in theory, but in practice, you only ever use the can opener.

The job system exemplifies Octopath Traveler 0’s core problem: only a handful of jobs are actually worth using. After completing the game and earning the platinum trophy, I did a second playthrough to test this, and it became clear that trying different party setups accomplishes nothing. Experimenting just drags battles out and turns fights into a slog. You’re much better off just doubling up on strong jobs instead of having a diverse party. 

Regarding the dungeons themselves, the early areas are fairly basic, featuring a handful of treasure chests and a direct path to the boss. Later dungeons grow more intricate, as the final dungeon in each path introduces simple puzzles and some backtracking. It is nothing revolutionary, but it gets the job done. The original Octopath Traveler characters also return as playable additions. While a nod to longtime fans, they do not influence the story and feel shoehorned in, existing solely as optional party members. I found their inclusion a bit forced, as the developers had to convert them from their original gacha roles into permanent companions.

Octopath Traveler 0 inside the museum with a receptionist and a musician playing songs in the game
Hero by day, curator by night.

On a more positive note, the town restoration won me over in the end. I was skeptical about it in my preview, but it integrates with Octopath Traveler 0‘s story in a surprisingly brilliant way. By the time I had access to all the tools, I genuinely enjoyed shaping my own town. The gameplay features here feel especially meaningful, from gaining the ability to communicate with animals to unlocking the monster arena. While the arena could have offered a wider selection of monsters, I still appreciated just how far Square Enix pushed the town-building system.

I already praised the soundtrack in my preview, so at the risk of sounding like a broken record, the OST in this game is truly remarkable. Yasunori Nishiki and his team craft melodies that linger like the last rays of sunset over a quiet town. From the contemplative tunes accompanying exploration to the soaring orchestration in key moments, the music carries the story as much as any dialogue or cutscene. That said, some tracks can grow repetitive over the course of such a long game. In particular, the standard dungeon and random battle themes persist for far too long, though they do change as you reach later areas.

At this point, Square Enix has perfected the HD-2D style, and Octopath Traveler 0 is no exception. I am grateful to experience this world away from a mobile device, with every town as colorful and vibrant as I could have hoped. The later dungeons are much more visually intricate than the earlier ones, possibly because of their more oppressive or fantastical nature. This comes through in richer lighting and denser environmental detail.

Octopath Traveler 0 reminds us that what we chase often changes who we become. The game asks you to consider what it truly means to rebuild: whether it is a town, a life, or even yourself. I very much enjoyed this journey, particularly for its incredible story. However, I recognize it’s not a game for everyone, with its repetitive battles and remnants of its mobile origins. But for those who have the patience, this is an adventure well worth taking; just make sure you bring a comfortable chair and a strong cup of tea.

  • Graphics: 85
  • Sound: 95
  • Gameplay: 70
  • Control: 80
  • Story: 99
85
Overall Score
(not an average)

About our grading scale

Review by · December 2, 2025 · 12:00 pm

From Baldur’s Gate 3 to Critical Role to Stranger Things, the resurgence of fantasy-horror rooted in the 1980s Dungeons & Dragons zeitgeist continues to deliver a mix of standout hits and inevitable misfires. Drawing inspiration from the Duffer Brothers’ Netflix phenomenon, Kingdom of Night blends a touch of cosmic horror with a heavy dose of Hawkins-style storytelling, wrapped around an action RPG core that demands precise dodging, stamina management, and frequent reliance on random consumables. Kingdom of Night proudly embraces its retro ARPG identity. It doesn’t shy away from the visceral gore that defines the genre’s grimmer entries, nor from their occasional rough edges. It’s dark out on the edges of this town—exactly where the game wants you to be.

The narrative takes place across one night in 1987, when the quiet town of Miami, Arizona erupts into chaos, including the abduction of your neighbour. As John, you plunge into the night, carving your way through demons, hunting down cult members, and racing to save your friends before the darkness consumes the town. Kingdom of Night signals its televisual inspirations right from the splash screen, and the setting quickly confirms the parallels. High-school-adjacent character tropes? A mysterious cosmic evil possibly tied to a shady corporation? Shadow-soaked environments, thick mist, and copious shredded viscera? They’re all here.

To its credit, Kingdom of Night maintains this tone consistently, but unlike stronger entries in the genre, its characters and story rarely develop beyond what’s needed to move you to the next plot beat or boss fight. Most characters feel like quick sketches—a foul-mouthed bartender, a scatterbrained old woman, stock jocks and nerds—and their interactions unfold exactly as you’d expect. The dialogue reflects this simplicity, and several typos and a few dated situations don’t help matters, sometimes making the writing feel stuck in a bygone era rather than cleverly riffing on it.

Kingdom of Night’s art design is evocative, and its vibrant pixel art feels right at home alongside other Dangen-published titles. Wandering through dark streets lit by magenta ground fires or navigating neon green fungal blooms in the sewers creates a surreal atmosphere, even though the game is very darkly lit throughout. Character portraits take the form of simple 16-bit-style headshots—there are plenty of them, though few are memorable. Lonely stretches of plains and rocky scree gain tension from the minimal soundscape, where only footsteps, ambient effects, or the occasional thunderclap break the silence. A brooding musical layer ties everything together, leaning into synths, slow orchestral swells, and gentle plucks common to the genre, with a few standout exceptions.

Kingdom of Night's main character meeting some suspicious looking children in a dark, eerie scrapyard whilst a strange creature prowls.
Not sure this place is quite safe for you guys…

You’ll spend most of your time in Kingdom of Night roaming the bleak, shadow-drenched streets of Miami, moving between abandoned supermarkets, small town libraries, and everything in between. The sense of carnage and supernatural dread seeps through environmental details, character encounters, and quick sketches scattered across the world. Many of these moments lead to quests—some push the central mystery forward, while others send you hunting for item sets or tracking down missing high school friends. The quest structure feels genuinely open. After the initial setup, you’re free to explore wherever you like and tackle whatever catches your interest, limited only by your character’s level, abilities, and the strength of the enemies occupying each area. The overworld map and area mini-maps do a solid job of showing your location and highlighting enemies or points of interest. Before long, you unlock a fast travel system, which is a huge relief given the size of some zones and how slowly your character moves at the start.

Real-time combat in Kingdom of Night revolves around locking onto the nearest enemy with the left gamepad trigger (frankly, playing with a keyboard and mouse isn’t pleasant). From there, you rely on melee attacks, dodges, and parries with the other face buttons. Stamina management becomes essential—dodging and using abilities drain it—so strafing, retreating strategically, and kiting enemies around terrain features all become core tactics. Magic users gain additional area attack options that demand careful positioning and an awareness of cast times. You select spells through different combinations of the face buttons, and combat will pause if you need to review them. These classes take more practice to play precisely, but their ability to damage large groups of enemies offers a satisfying payoff. Overall, combat in Kingdom of Night feels enjoyable, and the controls are tight, even if your character moves painfully slowly at first, and selecting spells is not immediately intuitive. Once you get comfortable with lock-on targeting, spell selection, and well-timed parries, most frustrations fade away.

Enemies usually attack in swarming mobs, starting with slow-moving zombies and introducing variants with new attack patterns. These shifts force you to adapt your strategy—projectile-firing shades demand sharp dodges, while poisonous fungi can split on death and quickly overwhelm you with sheer numbers and lingering damage. The combat design leans into these synergies: shambling zombies aren’t hard to corral on their own, but they become far more dangerous when you’re also trying to stay clear of a shadow’s homing, missile-like attack. In the more chaotic encounters, the screen practically turns into a bullet hell. Flaming projectiles fill your view while you dodge charging mastiffs and hordes of zombies all at once.

Most of Kingdom of Night’s drawbacks come from its inventory and equipment interfaces. The Notebook tracks your basic stats and is where you equip a weapon and up to three accessories, but with no way to sort the flood of loot you collect—especially accessories—it quickly becomes tedious to stay organized. It’s easy to overlook items that could actually help you. Quest tracking poses similar issues. Kingdom of Night displays quests as a horizontally scrolling strip of reminders, each tied to an NPC portrait. If you’re juggling a dozen quests, you’ll have to cycle through all of them to recall their requirements—there’s no prioritization system or quest markers.

The notebook allows you to monitor your Muscle, Guts and Wits and equip a weapon and accessories. It also shows you your XP and class choice.
Nothing like a stats screen to work up a loot appetite.

This leads to a broader issue. Although the main thrust of Kingdom of Night is simple—and the “save the damsel” premise is classic—the sheer number of quests constantly distracts you from it. The game leans heavily into its sandbox structure, encouraging you to fight, loot, and explore without much narrative funneling. With combat so frequent, Kingdom of Night may work best when played in smaller sessions, where you complete quests days after you pick them up, thanks to stumbling across the right NPC or item on the far side of the map. If that’s your style, you’ll feel right at home. If not, you may find yourself less inclined to plod on through the dark streets.

Early in Kingdom of Night, your main character selects a class that shapes their ability list and influences how their Muscle, Guts, and Willpower grow. You first choose between melee and magic, then pick a more specific subclass. Class abilities link to a “keychain,” a visual system to represent how skills strengthen and evolve; as a result, progression stays fairly linear until the later levels. Each character level boosts your core stats and grants new abilities. You can raise health, increase critical hit chance and damage, or improve defensive resistances. These stats interact closely with the equipment and accessories scattered across the world, and it’s satisfying to steer your build toward heavy crit damage or stack Fear resistance in areas where enemies—and bosses—can panic you into wandering helplessly. Your primary stats also determine bonus damage for different weapon types and critical chance. Because lighter weapons attack faster, you’ll need to consider how to balance speed, damage, and your preferred playstyle to get the most out of your journey.

Kingdom of Night's John walks into a well-lit bar, with glasses just left on tables. There is no-one else there.
Can I get some service here?

Individual abilities reinforce these stat synergies. For example, one melee class can reflect damage back at an enemy after a successful parry, and the reflected amount scales with your Guts stat—making Guts a crucial attribute to monitor. A later ability in the same skill tree negates all damage from the first hit you take (with a lengthy cooldown), which created moments where I could charge in, parry confidently, deal damage through the reflection effect, and rely on the passive damage negation to keep me somewhat safe in crowded encounters.

Kingdom of Night supports both local and remote co-op. While I couldn’t test the remote option, local co-op significantly expands your strategic choices. With a second player, a mage can focus entirely on crowd control and ranged spells while a melee partner draws aggro. Having another set of hands also softens the game’s difficulty curve—Normal mode is challenging enough that you’ll burn through consumable food items regularly, and even then, some bosses are tough without precise mastery of each class’s core mechanics. Enemies respawn in most areas, and because zones often feel level-gated, you can farm them for XP if you’re willing to put in the time during the fairly lengthy campaign. Alongside the large maps and various collectibles, Kingdom of Night also hides a surprising amount of lore in scattered books and documents found in houses and other buildings. These articles go a long way toward fleshing out the world and reinforcing the game’s themes.

Kingdom of Night is a dark tale, steeped in nostalgia for its setting and story inspirations, as well as its action-oriented combat. While it won’t earn accolades for originality or deep character stories, the combat remains satisfying, capturing that “git gud” feeling of progress and mastery—especially when you combine abilities or play a class in ways its progression encourages. Kingdom of Night can be frustrating at times, particularly with inventory management and quest tracking, as the UI struggles to keep up with growing loot piles and multiple active quests. If you enjoy wandering through nightmare-infested small-town Americana at night, this is a realm worth visiting. If not, there are certainly stranger things to explore elsewhere.

  • Graphics: 80
  • Sound: 76
  • Gameplay: 78
  • Control: 73
  • Story: 70
75
Overall Score
(not an average)

About our grading scale

Review by · November 29, 2025 · 12:00 pm

Harken back to yesteryear with the Secret of Evermore-like Shrine’s Legacy. We’ve got 2.5D action RPG swords, staves, and spells slung about for 15 to 20 hours for your millennial enjoyment. Games’ve moved past the 16-bit era? Get off my lawn! Puzzles, exploration, collectibles, one spell in an arsenal of four that is completely busted, hidden walls, talking cats, adolescent dialogue, awkwardly forced swearing—Shrine’s Legacy has it all!

Rio, a teenage boy from a small village, dreams of saving a princess. Puh-lease. You’re dreaming small, bud. How about the whole world? Well, someone’s gotta get this sleepy country bumpkin out of his hamlet, and that someone is Aklor: armored, archetypal villain extraordinaire. This guy shows up and he’s after the Sword of Shrine. Wouldn’t you know it? Rio’s got the sword in a fancy glass case. And his last name is Shrine!

Our acne’d hero meets Reima, a mysterious girl who wants to help him, as she isn’t a big fan of Aklor herself. The two gallivant all over Ardemia (the world) in search of gems to power up the Sword of Shrine. Aklor wants those, too, but he also wants to kill the two upstarts. So, he does what all good villains do and sends his least capable general to thwart the progeny of an ancestor who already defeated Aklor once before.

Rio and Reima scoping out the desert in Shrine's Legacy.
Can’t be a retro RPG without distinct biomes.

Each of the eight crystals is guarded by a massive beast (boss) in a dungeon. These crystals grant spells to Rio and Reima, who can expend mana to assist them in battle. Nothing earth-shattering here: enhance their sword to heal, ignite enemies, freeze foes, etc. To get mana back, they have to smack enemies with sword or staff as if powering up a battery. Combat flows simply, as well, with players running around timing hits when enemies leave themselves exposed. Or you could do what I did and pop the healing buff to mindlessly beat enemies through their attacks. Surprisingly fun.

Ardemia’s full of hidden goodies, and the open world map design is one of Shrine’s Legacy’s best features. The world forks and hides paths tastefully, making it eye-catching and engrossing to explore. Spells can sometimes impact the world, so Shrine’s Legacy bleeds into the Metroidvania genre, as returning to old locations can grant passage to a goodie or secret shop. The world map doesn’t articulate exactly where players are unless they enter a dungeon, which provides a grid-based map to help players navigate the sometimes labyrinthine catacombs leading to a gem.

Functionally, exploring dungeons is the same as walking around the open world, but getting to the boss has a distinct feel to it. Most dungeons have a puzzle theme that uses a previous spell and can feel boxy in its design. Save points generously dot the map, which is consistent in tone with Shrine’s Legacy’s general difficulty. Aside from a couple bosses, the game’s fairly easy, but challenging enough to maintain one’s attention, and I played single-player.

Ice golem SMASH.
No one tell Sakurai about this, or Nintendo by extension.

For those flying solo, the inactive character follows the active one, and switching takes a single button press. I often did this when mana reserves got low or I needed to heal the ally because they were taking too much damage. As referenced earlier, the healing spell is kinda busted, but potions give players the opportunity to heal in a more traditional style for this kind of game. Crafting potions requires money and resources, which are somewhat challenging to accrue. Potions can also permanently grow stats with specific types of collectibles, though don’t expect any surprises here.

Sidequests keep the world feeling uniform as NPCs task Rio and Reima to lead them somewhere, meet them in a location, or hunt for a trinket. This gave me an excuse to revisit old locations with new powers, so while I was satisfying the quest, I also found new paths to tread; I imagine this is part of the intention of the sidequests: providing players purpose for backtracking and giving them plenty to do.

While the side quests are enjoyable from a gameplay perspective, the overall dialogue in Shrine’s Legacy is fine. Stylistically, I found conversations reminiscent of days of olde, but because the atmosphere matches a bygone era doesn’t necessarily make it good. Still, not every game needs sophistry or vocabulary-rich exchanges in an attempt at maturity. For a game that looks like Shrine’s Legacy, the young adult approach maintains consistency.

Reima petting a goat in Shrine's Legacy.
Unrealistic game. The goats aren’t trying to climb all over the humans and eat their clothing.

Distinctly 16-bit in appearance, Shrine’s Legacy was clearly crafted with care. Pixel art doesn’t have to be basic, and Shrine’s Legacy is evidence of that. Spells commit flair, locations are detailed in layout and unique imagery, hubs win the eye’s attention with varied decor, and enemies animate uniquely with no copycat foes. If this era is your thing, the visuals will win you over easily.

Similarly, the music capably carries the SNES (not Genesis) banner with playful, earnest beeps and boops. Ruins have a mysterious, eerie tone to them, while towns have the upbeat cheer one expects. Although the soundtrack doesn’t boast any standout hits or surprises, the music is expertly composed and complements the era’s feel with the use of modern hardware (again, not Genesis).

Unfortunately, Shrine’s Legacy isn’t a hidden gem or a sleeper hit for a few reasons. The chief reason is that games that lean heavily on nostalgia—like this one—have to be careful not to feel too much like old games. Old games aren’t made anymore for a reason. Most successful titles like this add elements that may not have even been possible thirty years ago; they feel retro while having modern sensibilities. If you’re a purist, Shrine’s Legacy’s going to scratch that itch just fine.

Multiple dialogue options for Rio as a girl presents him with a charm of some type.
Don’t friend-zone yourself like that, dude.

I also ran into a host of bugs and awkward graphical issues, such as walking into what should have been dense objects as my characters went completely under them. This has a cheap feel to it, and happened often enough to irk me a bit. I also occasionally got stuck in walls, the game crashed or froze, and quest progression was sometimes unclear. These happened infrequently enough for me to put them at the end of my review—and I have made grievances about this stuff at the start of some reviews—but still impacted my experience. We also hope developers will patch this stuff out, but not all devs will do that, sadly.

The other issue I have with Shrine’s Legacy is that the characters and world lack power. This part’s hard because making a truly impactful story that is worth people’s time and money is core to an RPG experience. I enjoyed the characters and world, but I know some will find these aspects largely forgettable. Rio and Reima grow together over the course of the journey and noticeable changes occur, but their personalities lack depth and unique voice.

Of the retro titles out there, Shrine’s Legacy is a cut above. Several games like this may feel like cheap-to-develop cash grabs, or like someone made them just to relive the old days but doesn’t know how to make a good game. I’m critical of this style of game. Despite its failings and mediocrity, I enjoyed my time with Shrine’s Legacy. A bit simple, a bit weak, a bit buggy, but full of outstanding map design, charm, and great ideas. I hope the developers find some success and make an even better game in the future. I’ll be waiting.

  • Graphics: 75
  • Sound: 75
  • Gameplay: 70
  • Control: 75
  • Story: 65
70
Overall Score
(not an average)

About our grading scale

Review by · November 28, 2025 · 1:29 pm

On paper, Sacred Earth – Reverie is the type of game I’d expect to enjoy. After all, it’s a VN/RPG hybrid with point-and-click exploration mechanics, fast turn-based combat, high replayability that builds on past actions, amazing battle music, and a rich story with colorful characters: all signs of a grand gaming adventure. Unfortunately, Sacred Earth – Reverie‘s well-polished armor has a few imperfections, keeping it from being a stellar experience, with one significant, frustrating weak point that almost made me drop it entirely for a time.

Sacred Earth – Reverie revolves around protagonists Cain and Abelle. You pick which one to play based on a personality dialogue choice in the game’s beginning portion. Our heroes were once successful knights until a fateful battle between the realm’s human forces and their sworn enemy, a powerful entity known only as the Demon Queen. The decimation from the battle disillusioned Cain and Abelle, leading them to abandon their knightly careers. So, they retire to the outskirts of human society until word reaches them that the Demon Queen is on the move. Burning with questions about the fighting’s purpose, they set off with a colorful cast of characters to do the seemingly impossible: ask the Demon Queen herself for the truth.

Kanna and Abelle are exploring one of the outdoor dungeon maps in Sacred Earth - Reverie, with a shoddy bridge highlighted.
Point-and-click your way to adventure!

That’s the main gist, though I’ll say the plot goes in some unexpected directions. The game’s worldbuilding is also impressive. It’s no wonder that, from a narrative stance, two of the inspirations for Sacred Earth – Reverie are Utawarerumono and Falcom’s The Legend of Heroes: Trails series. While the game does reference lore and events from previous Sacred Earth titles, I was pleasantly surprised by how easy it is to get immersed in the narrative without extensive prior knowledge. It provides a self-contained story that constantly evolves based on choices and actions made throughout the playthrough. There are multiple endings to uncover on the way to the true ending, and new scenes to peruse if you happen to play the New Game Plus version after reaching the end credits. The first time I played, I engaged in an optional boss battle that not only gave me an influential new party member for the endgame but also netted me a surprisingly different ending than the one I initially expected. I give Sacred Earth – Reverie credit for its constantly evolving narrative, which is not predictable and offers high replayability.

Sacred Earth – Reverie‘s exploration phases are point-and-click affairs. In town, you enter into conversations and event scenarios by picking them from the map, with some new events only opening up if you choose to see a prior one. The NPC narratives also constantly evolve alongside the main plot, helping the world feel lived in. You can also occasionally acquire sidequests that require you to enter into battles or find spots of interest in dungeons and gather materials to earn rewards. You equip weapons, armor, and optional stat-boosting accessories to your party alongside powerful elemental Ether Gems that provide ability and stat boosts to your characters.

In the dungeons themselves, you traverse by point-and-clicking over points of interest on a given section of the map. Each time you travel to a new area of the dungeon, you acquire more points on a danger/encounter gauge. Once the indicator is full, a random battle occurs, and you’re given options on how to deal with it based on your Travel Points. These Travel Points allow you to do things like re-roll for a different encounter, boost your stats before the fight occurs, or even retreat from combat before it begins. This system helps keep random encounters manageable, though unfortunately, it isn’t available for the myriad demanding boss battles over the course of the journey. I played the game on my Steam Deck, and Sacred Earth – Reverie is totally playable on the platform. However, I’d like to point out that it isn’t as controller-friendly as a mouse-and-keyboard schematic.

A battle is underway in Sacred Earth - Reverie, with Laineth's battle arts selected.
Battles are fast-paced affairs once they get underway.

The sheer difficulty of many boss battles is the frustrating point of contention I mentioned in my first paragraph. Even on lower difficulty settings, there’s a very noticeable spike in challenge when it comes to boss fights. Usually, bosses get multiple immediate turns to shell out massive amounts of damage. Depending on random luck, those turns can spell doom even before the fight properly begins. I lost count of how many times I restarted a boss fight because I got a game over before my party had a chance to counter. When they do get a turn, your party members aren’t awarded nearly as many moves as bosses receive, so fights feel largely one-sided. Boss battles should offer more challenge than regular fights and require more strategy to overcome, but this game’s hellish spike in difficulty is incredibly frustrating. Be prepared to retry boss battles often and scream profanities the second you make a miscalculation that turns the encounter into a wash. Given that retries seem expected, ideally, I’d have loved a retry option for boss fights right from the Game Over screen. Unfortunately, you have to backpedal and load a save from the main menu.

Visually, there’s a lot to praise about the game. The UI is clearly visible and eye-catching with large, easy-to-read text, and there are two different art styles to choose from at any point in the narrative. I went with Style A, but there’s nothing visually negative about Style B either. It boils down to your personal preference. The CG illustrations for key scenes and the pixel sprite art for dungeon exploration are nicely detailed and aesthetically pleasing. The art itself is vibrant and colorful, and all the characters are expressive throughout the story. I admit I don’t love several of the female character designs, in particular, and I could see them as potentially offputting to others who might be interested in the game, which is a shame given that other aspects of the visual direction are solid. That said, I know the character designs won’t be a dealbreaker for everyone, given the subjectivity of art and visuals in general.

Solomos, Laineth, and Kanna are reading up on important lore in Sacred Earth - Reverie.
The CG illustrations help highlight important story moments.

The game’s soundtrack is quite remarkable, especially this track and the many stellar battle tracks throughout. Hearing them over and over again was probably the best thing about the constant boss battle repeats! Sacred Earth – Reverie also has partial voice acting, and the cast delivers top-notch performances. The story script does have occasional typos, but given the title’s sheer amount of text, it’s mainly negligible and easy enough to correct in your head when an error occurs. However, I did notice that, while playing as Abelle, the game would sometimes address the protagonist as “Cain,” which makes me think Abelle was perhaps a later addition. This misnaming is rare, and the two protagonists’ personalities are pretty different.

Sacred Earth – Reverie is a game with surprising depth, held back in particular by a crushing difficulty spike regarding most boss battles. I enjoyed my time within its multilayered story, appreciating the various ways the narrative could evolve, but I also found some aspects of the game offputting. Gamers who can get past those hurdles and overcome the demanding boss fights that await could encounter a potentially engaging experience in Sacred Earth – Reverie.

  • Graphics: 82
  • Sound: 86
  • Gameplay: 70
  • Control: 71
  • Story: 88
79
Overall Score
(not an average)

About our grading scale

Review by · November 27, 2025 · 12:00 pm

Once viewed as nothing more than a disposable pawn, a young man becomes a powerful force for inspiration in a fantasy realm that is quickly losing its hope. Can he and his comrades secure lasting peace, or will their sacrifices prove too much to bear? Indie-developed The Tale of Relm is an opening salvo into an engaging traditional RPG plot, albeit with a few bumps along the way.

The beginning of The Tale of Relm serves as an introduction to a faction of soldiers known as the Crudo. These specialized soldiers, created at a very young age through mysterious and arguably nefarious means, are known for their emotionless obedience. However, the latest batch of Crudo trainees isn’t living up to the kingdom’s standards, so it’s decided to sacrifice them instead. Things don’t go as planned when one Crudo trainee survives the ordeal, spared from that fate only for a planned execution later for showing emotion and conscious thought.

Known initially as Red Eyes, his deliverance from jail and the executioner’s blade soon becomes a sprawling epic, throwing the very fate of all three of the land’s governing nations into chaos as they try to survive a looming darkness arguably of their own making. Toss in otherworldly beings with their own agendas and things get immensely heated, with Red Eyes’ quest to find himself becoming so much more.

An intense dialogue commences in The Tale of Relm.
This intro CG sets up so, so much of the plot.

I won’t say much more about The Tale of Relm’s plot, given that the story takes some interesting narrative twists and directions. However, I will say that many of the central characters who officially join Red Eyes’ party are likable and interesting enough in their own right, though they unfortunately don’t often get the story exposure and narrative insight I would have loved to see. Red Eyes and the offensive magic-casting princess Celes are definitely the most plot-focused characters, given their later developments and overall central importance, with Celes’ journey and outlook in particular going in shocking and memorable directions later on.

Yet, there are several standout ally characters whom I’d have appreciated seeing featured more prominently due to their distinctive designs and the few scenes they appear in. The game offers an intriguing perspective on the moral complexities in political and war narratives. However, I wish the game had explored these observations in a more nuanced and detailed manner than was sometimes presented in the game itself.

The Tale of Relm is very much a traditional RPG in terms of gameplay, with players taking on the role of either Red Eyes or Celes, depending on what’s going on in the story. You control a party of up to four characters at a time, partaking in turn-based battles against up to four enemies once you encounter an enemy sprite on the field. Each party member has a specialized job class and skillset with unique weaponry and equipment sets available to them. As you gain experience and level up through combat, you also acquire job points, which you can use to learn new class skills for a specific character.

The party takes on some foes with powerful attacks in The Tale of Relm.
Breaking an enemy in combat is always so very satisfying.

Both combat and equipment usage in The Tale of Relm are relatively easy to figure out if you’re at all familiar with other traditional RPG setups; however, there are a few unique notes regarding battle that can take some getting used to. For starters, each piece of armor you acquire in-game has an inherent weakness attached to it, such as an elemental weakness like fire or a weapon weakness like a dagger. These weaknesses mean that the damage inflicted upon a character with said specific attacks or spells breaks through a character’s shield points. Once their shield is effectively “broken,” the character is temporarily stunned and left open to double the damage.

Enemies also have inherent weaknesses and shield points to strategize around, meaning you’ll want to equip armor that won’t make you so susceptible to their offensive abilities. You also accumulate boost points every round that allow you to strengthen skills exponentially or even attack multiple times. Figuring out an enemy’s weaknesses and planning how to strike them multiple times to whittle down their shield points is vital to victory.

There are some cases where, depending on your party makeup, what gear you have equipped, and what skills you’ve yet learned, you might have a difficult time with fights until you discover an effective strategy, even if you use respawning enemies on maps to level grind. All of these factors combine to create a tactically engaging turn-based battle system.

Josef wishes Celes a happy birthday in The Tale of Relm.
This scene is probably one of the happiest in the game (it doesn’t last long).

While you can save anywhere when out on the world map, you have to utilize save points in dungeons, meaning that you should carefully plan your field traversing more. I found some of the dungeon and field maps to be confusing or tedious to navigate, but that often turned out in my favor, as it gave me an excuse to level up more while getting my bearings. Be prepared for a lot of backtracking, though, as there’s no fast travel component at play.

Graphically, The Tale of Relm features visually appealing, comic book-inspired CG illustrations for the more significant cutscenes. The pixel sprite work, backgrounds, and character art used during important dialogues are also quite eye-catching and pleasing to look at. The music, particularly the main theme, is quite atmospheric and fitting for the game’s fantastical setting. I also enjoyed the addition of partial voice acting, as the voiceover narrations for the beginning of chapters and one particular speech before a pivotal battle are both exceptionally well done. From a script-stance, the story’s presented well enough. However, while it’s easy to parse what’s said throughout, there are several noticeable typos and grammar issues to contend with.

A status screen for Mathilda in The Tale of Relm.
Strategy-wise, it’s vital to pay attention to your current weaknesses before stepping into battle.

The Tale of Relm is roughly twenty or so hours in length, but I feel I should note that it does carry the subtitle “The Awakening” in its save files. The reason for that becomes apparent when you reach the game’s “To Be Continued” ending. The cliffhanger is particularly upsetting since the story really begins to develop in interesting ways by that point, and I was eager to continue and find out what happens next, only to be met by the credits rolling. So, for those who want a self-contained tale, it’s worth taking note. I can only hope that whatever form the narrative continuation takes, it won’t be too long a wait.

The Tale of Relm is an enjoyable indie traditional RPG experience, provided you can get past its foibles and are okay with an ending that’s not yet conclusive. Developer EG Games consistently updates and patches the game, ensuring it plays smoothly. By the end of my playtime, I simply wanted to play more of The Tale of Relm, and I think that speaks to the title’s inherent strength of heart more than anything else. It’s a tale I wouldn’t mind diving into again.

  • Graphics: 80
  • Sound: 82
  • Gameplay: 82
  • Control: 81
  • Story: 82
81
Overall Score
(not an average)

About our grading scale

Review by · November 26, 2025 · 12:00 pm

It was a dark day for the Atelier fandom when Gust announced that Project A25—the 25th Atelier entry—was a gacha game. While the franchise is no stranger to spinoffs, including Atelier Online: Alchemist of Bressisle for mobile, Atelier Resleriana: Forgotten Alchemy & the Polar Night Liberator broke new ground for the series, for better or worse. Not only was the game a free-to-play gacha, but it was also limited to mobile devices and PCs, which contradicted Gust and Koei Tecmo’s efforts to expand the series to a broader audience across multiple platforms. With a focus on crossover characters from previous titles buried in FOMO-infused limited-time banners, an oversaturated gacha market, and stripped-down systems and mechanics, Atelier Resleriana: Forgotten Alchemy and the Polar Night Liberator had an uphill battle from the start, and I say that as one of the few people who enjoyed it.

Slightly over a year later, the game went end of service in the West, leaving behind the hollow corpse of a game that still shambles on in Japan, yet leaves a coffin-shaped hole in the franchise for Western fans. It’s remaining local, even though the Atelier franchise is beloved by fans worldwide these days. Could the game be saved in any way, or is it better to move on to the next thing? Koei Tecmo’s answer is a mixture of both ideas, leading to one of the better salvage jobs in the industry. While not as impressive or on the scale of Square Enix’s Final Fantasy XIV: A Realm Reborn rebirth, Atelier Resleriana: The Red Alchemist & the White Guardian feels like a course correction, an apology, and a thank you to fans of the series.

Atelier Resleriana: The Red Alchemist & the White Guardian is a return to form in many ways. While the most recent Atelier series, Atelier Yumia: The Alchemist of Memories & the Envisioned Land, featured a deep and complex synthesis system with kinetic and chaotic battles, Atelier Resleriana: The Red Alchemist & the White Guardian takes a more simplified approach to alchemy and combat. The world is much smaller in scope, split into pockets and zones that are reminiscent of the PS3 and PS4 era Atelier games. Many of the ideas in Atelier Yumia were a bold step forward into the future, but Atelier Resleriana: The Red Alchemist & the White Guardian is a look back at the past, spanning the franchise in both roster and mechanics.

Atelier Resleriana screenshot of protagonist Rias gathering items in a field.
While exploration was on-rails in the gacha, players can now freely explore zones to gather, fight, and search for treasure.

Unlike the previous Atelier Resleriana title, The Red Alchemist & the White Guardian plays like a proper and fully fledged Atelier game. Players can spend their days exploring fields and zones, gathering materials, fighting enemies, crafting items, and managing their shop. All of these tasks contribute to the game’s primary goal: to restore the town of Hallfein. The Red Alchemist & the White Guardian focuses on town restoration, but there is no town building per se. Unlike the last crossover title, Nelke & the Legendary Alchemists: Ateliers of the New World, players aren’t selecting building placements or what said buildings have available for purchase. Instead, by investing money, completing tasks, recruiting fairies, crafting and selling new items, and so on, the town advances in levels as different districts undergo improvements. As the districts grow, so does Hallfein itself, and the range of shops and merchants available expands. Admittedly, I was reminded of Final Fantasy XIV’s Doman and Ishgardian Restoration projects more than anything.

The Red Alchemist & the White Guardian’s synthesis system is also quite basic at first glance. However, as the story progresses and Rias learns new recipes, a bevy of branching paths open up that often change the original recipe completely. The color-matching gift system is easy to understand, and the onboarding process gently introduces players to the alchemy system. Recipes have clearly defined branching paths, which allows players to plan ahead the moment they unlock new recipes. While the system isn’t as deep or complex as the Mysterious series’ color-matching or Atelier Yumia’s radius-based resonance system, The Red Alchemist & the White Guardian’s synthesis system feels right at home with the PS3-era Ateliers. Thankfully, the incredible number of quality of life changes over the years is reflected in the new system, ensuring players will find it easy to learn and easy to master.

Atelier Resleriana screenshot of the townbuilding UI, with Market Conditions highlighted.
While managing the town is a fun touch, it feels a bit restrictive compared to the last Atelier crossover title, Nelke & the Legendary Alchemists.

The gacha featured stunning visuals, ranging from beautiful vistas to gorgeous character designs. Graphically, the game appeared both high-budget and high-quality. While the character models in Atelier Resleriana: The Red Alchemist & the White Guardian match the previous game, the cutscene direction is a step up for the series due to the dynamic angles and scene layout. Animations look fluid and natural, emotions are easily discernible, and conversations flow naturally with a focus on facial expressions. The environments, however, appear much flatter because it allows free roaming about the zones, as opposed to the gacha’s on-rails exploration. This flatness is most present in the Dimensional Paths—strange dungeons that look and feel randomly generated. Dimensional Paths are fantastic spots for gathering materials, hunting down augmented foes, and scouting out faeries to help the town. They generally consist of small, flat rooms, yet they’re home to some of the more interesting and strange locales in the game.

On the narrative front, The Red Alchemist & the White Guardian is awkward, to say the least. Although it’s a sequel to a defunct game, it also serves as a standalone story, focusing on the fledgling alchemist Rias and her newfound companion, Slade. Naturally, the titular Resna and Valeria make their appearances, and the story references events in the prior game, but the two never join the party. As one of the few dual-protagonist games in the series, players can start with either Slade or Rias, yet their paths quickly converge as their goals align. Rias learns that her knack for alchemy can help her uncover the truth behind a tragedy that occurred many years ago. At the same time, Slade seeks to unravel the mystery surrounding the gauntlet his family left behind. Throughout the game, the two aim to rebuild the devastated town of Hallfein—a town generally abandoned by the nation’s capital following the aforementioned tragedy. Eventually, the story finds its footing as a solid and emotional tale about cooperation and helping those in need.

Atelier Resleriana protagonists facing off in battle with an enemy on a beach.
Combat feels slow at first, but eventually becomes a fast-paced mechanical freight train loaded with high explosives.

Until the release of Atelier Ryza: Ever Darkness & the Secret Hideout in 2019, mainline Atelier games featured exclusively turn-based battles. With Ryza, the developers began experimenting with real-time hybrid combat systems, focusing on timelines similar to Final Fantasy’s Active Time Battle systems. Atelier Resleriana: The Red Alchemist & the White Guardian takes a look back at the series, incorporating elements from former turn-based battle systems. The multi-action system, in which characters can tag in with combo attacks, feels like a mixture of Mana Khemia: Alchemists of Al-Revis and Atelier Sophie 2: The Alchemist of the Mysterious Dream. Additionally, Atelier Lulua: The Scion of Arland’s interrupt system makes a comeback with improvements, and Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings’s follow-up system soars, ensuring battles are flashy with constant progression. Timecards, found in numerous Atelier games, also make a return, allowing players to stack recurring attacks and effects across multiple turns.

Defensive play in Atelier Resleriana: The Red Alchemist & the White Guardian is more critical than ever. Whenever enemies attack, players can block with perfect timing to reduce damage and prevent status effects. Though it’s a far cry from Clair Obscur: Expedition 33‘s active parries and dodging, and even further from Ar tonelico II: Melody of Metafalica’s rhythmic timed defensive system, it ensures combat feels more engaging than mindlessly trading blows. At its peak, combat in Atelier Resleriana: The Red Alchemist & the White Guardian is both fun and rewarding. However, the onboarding process is incredibly slow. The first few battles in the game are a slog, as actions feel heavier and slower than they should, yet a tap of the L3 button speeds things up and makes battle snappier. Additionally, it takes quite a while to get the whole cast of six characters, and the multi-action system feels mostly unused until the fourth character shows up.

That said, the battle system shows its teeth with a notable challenge on harder difficulties, as well as an impressive variety of enemies in battle. Recent Atelier titles have left me wanting as far as battles featuring multiple enemy types at once. The Red Alchemist & the White Guardian requires strategy and thought for each battle. Foes may be immune to elements, physical damage, or cast devastating status effects and debuffs. Boss battles were the highlight of the battle system. I was happy to barely scrape by as I juggled taunts, time cards, perfectly guarded attacks, set up combos and follow-ups, applied a dizzying array of status effects, interrupted turns, and unleashed hell with an array of finely crafted bombs that tanked stats and shackled enemies.

Atelier Resleriana synthesis screen where protagonist Rias can create new items.
Creating bombs that blind enemies while paralyzing them and shredding their defense is easier than ever, thanks to a simple yet deep synthesis system.

As I’ve mentioned in practically every Atelier review, the soundtracks for each game are incredibly creative, emotional, and exciting pieces of art. For Atelier Resleriana: The Red Alchemist & the White Guardian, the OST is overall superb, yet it lacks standout tracks. In previous titles, I’ve gravitated towards any songs composed by Hayato Asano, given his mastery of the artcore sub-genre. Unfortunately, Asano is missing from The Red Alchemist & the White Guardian. Still, long-time series veteran Kazuki Yanagawa and Daisuke Shinoda—who worked on the gacha—have ensured the game has a solid, albeit a bit safe, soundtrack that sounds like a collection of all things Atelier.

There is a lot to love about The Red Alchemist & the White Guardian, but it’s not without scuffs and marks that further reveal the game is a salvage job. The cast of playable characters is dismally small. While six characters wouldn’t be an issue in any other Atelier title, The Red Alchemist & the White Guardian is a crossover title that features dozens of alchemists from across the series. Since almost all of the guest characters were playable in the gacha, the roster of six feels a bit lacking, especially when fan-favorites such as Ryza and Ayesha show up to help out. Additionally, the cutscenes, although laden with fantastic character models and grand vistas, feature a strange yellow overlay in daylight, meant to recreate the image of light beaming down. At night, this overlay is white, and while the intent is appreciated, it’s quite distracting and a tad tacky.

While The Red Alchemist & the White Guardian is an improvement over its predecessor, it doesn’t match Atelier Yumia’s bold steps forward. A lowered scope and lowered stakes return the franchise to a comfortable position, and that’s not a bad thing per se. It serves as a look back on the franchise. After taking a wild turn on the mobile gacha path, a step back was necessary to recenter the series and continue moving forward with the two Atelier pillars. Ultimately, the game feels like a greatest hits album that is missing a couple of those unique B-sides that stood out and tested the limits of the genre. Atelier Resleriana: The Red Alchemist & the White Guardian is a fantastic course correction and follow-up to the gacha, sure to appease series veterans, and an excellent starting point for new players to find their footing with the series.

  • Graphics: 85
  • Sound: 85
  • Gameplay: 85
  • Control: 80
  • Story: 80
83
Overall Score
(not an average)

About our grading scale

Review by · November 25, 2025 · 8:00 am

Since Capcom seems reluctant to bring Monster Hunter Wilds or even World to Nintendo Switch 2, Omega Force and Koei Tecmo are more than happy to pick up the slack for them with Wild Hearts S, a new version of their monster-hunting action-RPG that’s (as of right now) exclusive to the Switch 2.

You might assume that Wild Hearts getting a new version with its own title treatment and exclusivity on Switch 2 would denote a whole array of new features and additions to the base game to justify the new release, but the changes are mostly under-the-hood stuff, like balance adjustments to weapons and armour that optimize equipment for difficult fights against high-level beasts (or “kemono,” as the game calls them), as well as the pacing of some fights in regards to when bosses flee once they’ve taken enough damage.

That being said, while those changes are valid and help make the gameplay smoother, especially for solo and duo players, Wild Hearts S crucially adds an extra player, with four hunters able to band together against the game’s many bosses. This especially helps against some of the trickier later-game bosses that require more than two people to bring them down.

You see, going into Wild Hearts, I had assumed it was an entry-level monster hunting game for those intimidated by Capcom’s juggernaut Monster Hunter series for whatever reason (gameplay mechanics, UI, amount of content, etc.), and that’s primarily what attracted me to this game in the first place.

So, is that what this game is? Well, yes, and no. Wild Hearts is much more about the hunt itself than building up your character and crafting your equipment to ready yourself for the game’s many monster battles like the Monster Hunter games generally are. Wild Hearts S is definitely more approachable in that sense, since there’s less micromanagement with crafting and upgrading gear overall than in Monster Hunter World, for instance.

That doesn’t mean you can just steamroll through all the battles with whatever gear looks good for you, however. Like the games that inspire it, Wild Hearts S requires investment and commitment to stay on top, with a modicum of grinding along the way. Granted, that’s not as strenuous a grind if you’re just wanting a few basic abilities for a selection of your most-used weapons, but if you wanna start filling up those weapon trees, you’d best take to the game’s four zones to hunt and re-hunt their respective kemono for the appropriate parts.

A giant boar-monster roars in Wild Hearts S.
The game might not be a bore, but that certainly is.

What sets Wild Hearts S apart from its contemporaries most is its Karakuri system. Very basically, they’re an ancient form-changing technology developed for hunters’ use with multifarious effects. They can be used for traversal, defence, and offence, and break down into three categories: Basic, Fusion and Dragon.

Basic Karakuri are your standard kit that can be used for any situation; things like crates, springs and torches, where you’re not restricted in their use, and can apply them whenever you need. Crates are useful for an extra boost to climb a particularly tricky rock-face with limited stamina, springs are useful for dashing around a combat arena to get the jump on a kemono, and torches, beyond their normal use, can add a fire effect to your weapon to deal extra damage during battles.

Fusion Karakuri are offensive and defensive and used exclusively in battle. There are over a dozen of these across the game, with some that are of course more effective than others, depending on the kemono that you’re facing. For melee-centric kemono, you can deploy a bulwark to temporarily get a breather while you apply healing items, or a pounder to deal major stun damage to an enemy with one hit. For aerial foes, you can take them down with a crossbow or use a chain trap to bind them to the earth when they temporarily come in to land.

Finally, Dragon Karakuri are purely for recreational and quality-of-life use. Things like hunting towers help you narrow down the locations of all the kemono in a given area, and flying vines provide you with ziplines to help traverse great distances and over elevated areas that are otherwise a chore to get to.

You’re never limited in the options at your disposal during battles or leading up to them, and there’s usually a way around whatever kemono battle you’re struggling with, or to streamline a tedious task you’re on to upgrade a certain type of gear, or to hand in a fetch quest. The Karakuri system might sound overwhelming but Wild Hearts S is surprisingly good at doling these things out to you gradually as you move through the story, so you can at least get some familiarity with a few of the upgrades before you’re given the next ones.

All told, I was certainly more comfortable with the way player onboarding was handled in Wild Hearts S than in Monster Hunter World or Wilds, but perhaps that’s just me.

A large ravine is easily crossable with flying vines in Wild Hearts S.
Flying vines help you to shortcut the game’s more tedious-to-navigate areas.

Combat, on the whole, is certainly more fast, flashy and frantic than it was in any of the Monster Hunter games, and that definitely drew me into it more than anything else. You wield eight weapons in total: six melee and 2 ranged. Besides your standard katana and bow, you can eventually wield a clawblade, a light weapon that certainly exemplifies that “fast, flashy and frantic” sensibility more than any of the other ones, enabling you to grapple onto enemies and overwhelm them with sweeping spin attacks before retreating.

If you prefer the more slow and tactical approach, you can eventually wield both a nodachi and a cannon. The former looks more like Cloud’s buster sword from Final Fantasy VII and its attacks take more than a few seconds to hit, but will, of course, deal bigger damage per swing than any of the other weapons. The cannon is similar in that it won’t necessarily be useful on the faster flying enemies, but with some teamwork and/or the right use of some Karakuri traps, it can help dispatch grounded and stunned foes with an almighty blast.

However, since you can only carry one weapon with you at a time into battle, you’re forced to familiarize yourself with the weapon of your choosing. This decision is actually a boon for Wild Hearts S since, while it helps simplify the combat and makes it easier for you to pick a favourite out of the game’s arsenal, it also makes teamwork a lot more viable when fighting with three other players. Some weapons are more effective than others, so everyone has their part to play in each of the battles.

Many times in online games, lower-level players getting matched with high-level players can be intimidating and frustrating, often feeling as though one is clearly putting more effort in and getting more out of it than the other. Not necessarily here, though. With each of Wild Hearts S‘ kemonos having specific weaknesses, a lower-level player with a more effective weapon against a certain boss can easily contribute just as much, if not more so, than the high-level player in the party.

You don’t even need to worry about using the weapons if you lack confidence in your given skills and abilities. Thanks to the Karakuri system, you can easily play the supporting role by putting down armaments and defensive structures, or traversal tools to help the attacking players avoid damage. Wild Hearts S truly shines best as a four-player full party kemono-hunting experience.

A giant mountain-bear kemono in Wild Hearts S.
Yes, that is a mountain bear.

So where does Wild Hearts fall short? Well, unfortunately, it’s mostly thanks to the (as of now) Switch 2-exclusive Wild Hearts S edition. In my opinion, there’s just not enough here to justify the designation of an all-new edition, separate from the base game version. Yes, you can now squad up with four players as opposed to three, and that’s certainly no small thing. There are also a couple of balance adjustments to help make earlier fights against high-level beasts easier.

However, that’s essentially it. I don’t mean to sound ungrateful for what new additions there are here, but the four-player change being new for this Switch 2-exclusive version means there’s no crossplay multiplayer, so you’re stuck with the player base of this system. Koei Tecmo has yet to release data on the sales numbers, but I will say that there were only a handful of times where I was able to get a full four-player party throughout the roughly 30-hour campaign, which isn’t ideal for a game with that as its key selling point.

Besides that, the visuals are fairly dated here, despite the new hardware, looking closer to the base PS4 version of the game than anything later. Wild Hearts S can be a very pretty game under the right circumstances, so it’s a shame that it’s not able to look its best on Switch 2. Not only that, but be prepared for frame drops galore here, with a relatively steady 60 only being achieved in the smaller hub areas. Otherwise, it bounces all over the place. It’s definitely playable still, but if you’re a stickler for uneven frame-rates, you’ll really struggle with playing this at times.

There are a couple key issues that are holdovers from the base game, like the largely shoddy English voice performances. For every character that sounds decent, there are a couple more that sound very unnatural and phoned-in. It may well be down to mismanaged voice direction, but if you’re playing Wild Hearts S purely to experience its so-so story, it could take you out of your immersion at times. Otherwise, if you’re looking to play this as a strictly solo experience without dipping your toes into multiplayer, and you’re not a Monster Hunter series novice like I am, you may want to open yourself up to partying up with others, as these kemono fights are no slouch.

Overall, I do like Wild Hearts S as a faster and flashier alternative to the games that inspired it. It may not be as newcomer-friendly as Monster Hunter Wilds seems to be, but it’s still a fun time, especially if you’re coming off of that game and looking for something slightly different. It’s a shame that this new Switch 2 version doesn’t offer quite enough to justify the purchase, but if you’re looking for a fun, yet flawed, Monster Hunter clone to play on the go, there’s enough here to scratch that itch.

  • Graphics: 50
  • Sound: 70
  • Gameplay: 75
  • Control: 80
  • Story: 60
65
Overall Score
(not an average)

About our grading scale

Review by · November 22, 2025 · 3:47 pm

Glenn A. Rudy III and Yumi Makita were two students at Penn State Harrisburg who quickly became friends. Early on, they decided to write a text translation for an obscure Sega Saturn tactical RPG called Wachenröder. The project stalled early when their friendship blossomed into love. Eventually, they managed to reach their goal and delivered this translation to the GameFAQs library. In contrast to this sweet love story, the beginning of Wachenröder is grim and tragic.

“It’s raining again. Damn the rain!” laments Lucian as the polluted precipitation pelts the panes of his place. “There is no God,” he thinks as he reflects on his own relative health while his twin sister lies at death’s door with a disease the dastardly deluge dealt her.

What a strong start. Not only is Lucian’s desperation and frustration sharply evident, but this moment (and almost the entire lengthy opening sequence) breaks the sacred “show, don’t tell” rule of narrative as it recounts Lucian’s fighting in an illegal fight club to earn money for his sister’s medicine. These brief paragraphs are conveyed in such an effective way that I couldn’t imagine it being more impactful, even if they showed those events or let you play them. You could make nearly an entire different game with these off-screen mentions. Yet, the game and Lucian sweep all that away and make it feel like a distant memory because Lucian just returned home to find an empty bed in his sister’s room. All that effort, all that pain, and none of it mattered.

There’s more to say about the plot, but gameplay-wise, Wachenröder is at once a refreshing take on the isometric turn-based tactical RPG and a baffling one. It strips away any need for equipment, grinding, and exploration. Like many games of its type, it’s a linear journey through battle sequences broken up by dialog, but it’s a zippy affair that never overstays its welcome and is easy to play in short bursts. Wachenröder‘s total lack of difficulty enhances its short-session friendliness. You encounter opportunities to upgrade your equipment and purchase consumables, but I never once used a consumable in battle, and I stopped buying equipment halfway through. As far as weapons go, it seems only your main character earns new weapons, and only through story events.

A character with a futuristic punk haircut and red jacket with silver shoulder pads speaks before a battle in Wachenröder.
The characters look cooler than they act.

There is the skeleton of tactical systems in this turn-based strategy RPG: you benefit from flanking your enemy, utilizing elevation, and exploiting environmental bottlenecks, but as long as you have at least one character who uses their infinite healing move — which takes very few action points and therefore can happen many times during a single turn — and keep your main character safe, Wachenröder is a breeze no matter how tactically careless you are. In this way, it may be a decent entry point for newcomers to SRPGs.

The only real mitigating factor to absolutely wailing on enemies is the rudimentary heat management system. When you attack an enemy, you can press down on the d-pad to rev up your weapon. The more power you give it, the more damage it deals, but also the more heat it produces. The hotter your weapon gets, the less you can rev it. Additionally, you have access to an “Over Steam” special move that does massive damage, one-shotting the majority of enemies in the game, at the cost of yet more heat.

There is no notion of MP or any resource governing the use of your abilities. Everything relies on Action Points, which replenish every single turn. This makes “Over Steam” the right choice in most situations. About one-third through the game, you receive a number of godlike party members who are available for most of the missions and leave you little reason to replace them with others. However, even many of the normal characters can one-shot stage bosses all the same, so there’s little need to worry about who you bring with you when given the option.

It’s not every day you come across an isometric tactical RPG serving as a power fantasy, but Wachenröder fills that niche and can be refreshing because of it. Often, you can fight your way through stages in less than ten minutes. Only one comes to mind that provides any challenge at all, and that challenge is external to the combat. Instead, it has to do with how quickly you must achieve your objective.

Wachenröder gameplay with a leve 19, sword-type character that has 32 action points highlighted on the grid.
Let’s get tactical.

As refreshing as a game like this can be, it’s impossible to deny that the lack of challenge ultimately points to a lack of depth. Disappointingly, much of Wachenröder feels unfinished, and the most pointed evidence of this is how quick and uninteresting many of the combat stages are. Many rely on switch-flipping and basic spatial puzzles that add nothing more than minor tedium. The utter lack of balance in combat is also a real head-scratcher. Your party’s ability to kill most enemies in one or two attacks and the unlimited healing specific characters can bring to a fight mean that the biggest challenge is finding the right switch to activate at the right time.

The unbelievably rough graphics further contribute to this unfinished feel. I never get too bent out of shape about the brown-grey color palettes of games from the 2010s, but Wachenröder is greyer and browner than most about a half-decade before that look was hip. Credit for being ahead of the curve, I suppose, but the most noteworthy thing about Wachenröder‘s visuals is how unpleasantly grungy it looks, or how the four camera angles you have access to on the battlefield all manage to get in your way more than they help you. Even the static images depicting cities or landscapes during some story segments fail to present anything particularly pleasant. The “Over Steam” attacks are accompanied by brief 3D animation cutaways like in Fire Emblem, which while truly dreadful to behold, carry a charm in their sheer, suffocating awfulness. On the other hand, the music is a strange mix of synth and modern instrumentation with orchestral elements that, despite being weird, quickly fade into the background.

Similarly, as refreshing as the beginning of the narrative is, it almost immediately sails into safer waters and, ironically, sinks. The absolute blunt force trauma of the opening lines uttered not by an optimistic young future hero, but a desperately miserable and cynical youth, moves sharply into a scene that expresses his desperation through his murder of a stranger. This leads to the aforementioned “tell, don’t show” sequence briefly detailing his short career as a combat athlete, culminating in him coming home with prize money for his sister’s medicine, only to find she’s no longer there. The off-screen scoldings of Lucian’s father, asking where he was and why he wasn’t by his sister’s side in her last moments, really make you believe you’re in for something special.

Javelin skatebording on a red background for more damage in Wachenröder.
Yes, he’s obviously riding his javelin like a skateboard for more damage.

In a cruel twist for players interested in a uniquely brutal story, the tragic and violent beginning settles into a much more predictable tale of ousting an evil dictator to restore the righteous monarch to his perch. This is a painful irony given the anarchistic leaning the beginning suggests. The political environment of the nation the game takes place in is fun enough. It features an indigenous people who protect the forest, contrasting with the extractionist industrialists that govern the polluted cities you visit, but unfortunately doesn’t provide anything unique in tone or substance.

Thus, not many of the scenarios offer much in terms of narrative. Some of the characters are fun, but few stand out. For the most part, who they are when you meet them is who they remain when you leave them, and although a few of the more experienced, competent characters — the ones who do most of the talking — are intriguing, the rest of them fail to inspire much interest.

Quite often, I find a certain intrigue in games that are difficult to recommend. I’m uncertain about Wachenröder, though, as it almost seems to be the opposite scenario. In light of the spectacular first fifteen minutes, which promise an experience it cannot deliver in the end, Wachenröder must be classified as a failure. I have a strong urge to recommend it anyway. There isn’t a Final Fantasy Tactics-style isometric tactical RPG anywhere that’s this easy, or rather, gives the player such an outsized power fantasy without extensive theory crafting or min-maxing. I largely had fun playing Wachenröder because there is a rare sort of glee that comes from setting up and knocking down big-talking bad guys in a game like this. It’s a disappointment in key ways, but at times it’s hard to put down. It’s not essential, but it’s a baffling curio, and sometimes that’s enough to keep one engaged for longer than one might think.

  • Graphics: 60
  • Sound: 60
  • Gameplay: 70
  • Control: 70
  • Story: 70
68
Overall Score
(not an average)

About our grading scale

Review by · November 15, 2025 · 12:00 pm

Once more, a western wind blows across the realm of Filgaia. Once more, developer Media.Vision has presented a flawed but brilliant gem of a JRPG title with Wild ARMs: 2nd Ignition (1999 in Japan), or, as we Westerners plainly know it, Wild ARMs 2. By the time of its English release in 2000, Wild Arms 2 was pitted against a titanic legacy of JRPGs (on arguably the greatest JRPG-machine of all time, the PlayStation), so its traditional gameplay sensibilities and modest visual style did little to stand out against its more envelope-pushing contemporaries. With the PS5 remaster two and a half decades after release, Wild ARMs 2 delights with its mechanics and music, but frustrates in equal measure with its stiff translation and odd pacing. It will ask of you: What is a hero? Is the sacrificing of lives truly necessary for peace? And just what the hell are these lizards saying?

The world of Filgaia returns as the setting, now more aesthetically fulfilling the series’ promise of a fantasy/sci-fi Wild West. This continuation is really in name and concept alone, as the layout of the world map is completely different, and there are only occasional visually overlapping references to the first game, though I much prefer the presentation here. Formerly chibi characters are now slightly elongated sprites on isometric 3D environments, similar to Final Fantasy Tactics, including the ability to swing the camera fully around you with L1/R1, which becomes necessary for many hidden puzzles and details in the world.

There’s a surprising legacy around Wild ARMs 2 being ugly, yet I think it holds up far better than many PSX games—it’s full of bright, warm colours evoking the high plains of the American West, the characters are anime-cute without being deformedly so, and the towns are diverse and rife with details imbuing them with a personality only implied in Wild ARMs 1 (which was truly ugly as sin, like trekking through a cat’s litter box). My only complaint is that the many dungeons, though each has a unique visual palette, are rather boxy and featureless compared to towns. But if you’re worried about getting lost in camera spinning, there is a constant red compass pointing northwards that keeps you from getting lost when, say, returning to the dungeon screen from a random encounter battle.

Wild ARMs 2's battle screen. Three heroes face off against two small, green dragons in a stony mine.
Something about this dragon screams, “Eyy, let’s get ’em boys!”

Filgaia faces a demonic, otherworldly threat once again that remains obscured for much of the thirty-something-hour story. The first disc (of two) focuses on a much more grounded struggle against Odessa, a technologically advanced terrorist group seeking world domination…or something. Like Wild ARMs 1, you begin by playing the individual prologues for three main characters: Ashley Winchester (fantastic name, though not quite Rudy Roughknight), a blue-haired gunslinger seeking to protect his humble life in the town of Meria; Lilka, a clumsy crest-sorceress tired of living in the shadow of her talented older sister; and Brad, a war hero-turned prisoner who is good at kicking stuff. The cast of three gradually expands to five (plus a hidden sixth character), each of whom gets a fair spotlight throughout the story and feels viable in the three-person battles against the numerous monsters of the wilds. There are echoes of Wild ARMs 1‘s cast, both in character roles and puzzle-solving tools (collectible abilities like fire wands, bombs, and hookshots).

A mysterious benefactor, Irving, recruits the main cast into his private militant group, ARMS, which seeks to step beyond the bureaucracy and petty squabbles of Filgaia’s kingdoms to protect the world against Odessa and the dark magicks they herald. The story essentially sees you reacting to and defending against Odessa’s movements, with Irving briefing and sending you around the globe on brief missions. This allows for some swings and surprises in the plot, but the mid-game dragged on for me for multiple reasons: the trivial difficulty and the terrible, horrible, no good, very bad translation.

A bespectacled villain in Wild Arms 2 taunts the party from a nearby rooftop. He speaks a poorly translated sentence.
Finally, villains with relatable problems!

Let’s start with the difficulty. The first Wild ARMs was challenging and filled end-to-end with finely tuned, nail-biter boss battles. Until the hidden superbosses in Wild ARMs 2’s excellent open-world endgame, I don’t think a single character of mine was downed once. New to the game is the Personal Skill system, in which each character gains a PS point when levelling up that can bolster stats such as Physical and Magical Attack and Defense, reducing many enemies’ attacks to a whopping “0” damage.

Then, the HP Up Skill, which grows your health pool with each level, dramatically tanks up your characters if you take the skill early enough. And that’s not to mention using Lucky Card items to double XP from bosses! To min-max and break the game requires only basic engagement with its systems. Random encounter enemies go down in one physical attack (even from mage characters), and bosses can’t come close to Lilka’s (and later the summoner character, Tim’s) healing output. I did have a constant positive outlook on this, though: Wild Arms 2 would still make an excellent first experience for JRPG newcomers. When I finally reached the final dungeon and subsequent endgame sidequests, the battle tuning finally clicked—I even pulled my first all-nighter in over a decade, joyfully cleaning up the world map of its most valuable treasures and most frightening bosses.

I must address the translation. So, living in Japan my whole adult life has steeled me against bad English phrasing. I can, for example, laugh at and be charmed by the odd English lines written on my laundry hamper: The memories of yesterday are a laundry today. I’m going to be happy. If I tilt my head a bit, it’s even profound. Now imagine reading this kind of pseudopoetic drivel for thirty hours. That’s Wild Arms 2.

It starts out simple and innocuous enough, but as the game’s thematic content grows in complexity and characters begin longer and longer diatribes on themes of sacrifice and heroism, the translation becomes increasingly unintelligible, gutting the story and characters of the maturity and depth that’s handled fairly well in the native Japanese. Wild ARMs 1 made cutesy little mistakes but was wholly understandable and affecting with its writing; Wild ARMs 2 is verbose, heady, and utterly inane, to the point where late-game characters like the demon hunter Kanon’s motivations bounce completely off me. I couldn’t understand the intention behind dialogue seventy percent of the time. Simply said, this game deserves a retranslation, and the original English script belongs in the bowels of Hell.

The mage Lilka talks to a woman in a library who is eager to share her knowledge. Lilka refuses.
Aptly summarizes my feelings towards the game’s philosophizing.

Let’s pull back to the many strengths. My biggest annoyance with Wild ARMs 1, the incessant and unrewarding random battles, is completely fixed in 2! The random encounter rate is vastly reduced and telegraphed by an exclamation mark bubble (“!”) with the ability to cancel it with a button press—unless the bubble is red, indicating an ambush. The more you shirk battles, the more likely the bubbles will come. The monster designs, too, are hugely improved over the polygonal eyesores in the first game. Bosses have straightforward yet attractive designs, including multifaceted sections you can destroy for extra XP. Random battles are quick, and the shared XP even to non-active party members is generous, meaning you can focus on the many puzzles in dungeons. The puzzles are solid and varied, incorporating logic with the three tools unique to each character. There are a couple of classically annoying JRPG “teleporter puzzles,” but combined with the low enemy encounter rate, it’s never too daunting.

The obscure story progression triggers in the first game are here replaced by a communicator device between your party and Irving, who directly points you to your next objective via compass directions. In terms of abilities, MP doesn’t drain with usage of spells and skills, but rather increases through giving and taking damage, meaning rather than returning to towns for inns and items, you can keep battling and exploring to fuel your healing spells. And while the first Wild ARMs’ gunslinger, Rudy, was a silent protagonist, 2’s hero, Ashley, is opinionated and full of pathos, further complicated by his battle with his literal inner-demon, who emerges through special transformation skills in battle. Of the handful of heartfelt story moments (when you discern them through the translation, at least), I loved Ashley’s constant returning to and longing for his hometown and to his sweetheart, Marina. Ashley stands above the rest of the cast, on par with the wonderful Cecelia and Jack from the first game.

Ashley and Marina discuss what it means to be a hero in Wild Arms 2. They stand in Ashley's bedroom, close to his barrel collection.
A rare, early-game moment of clarity and profundity with Ashley and Marina.

Last but maybe most important is composer Michiko Naruke’s incredible music for this game. Old West whistles and woodwinds are constants, filling the world with a sense of dust-strewn swashbuckling. The soundtrack evokes a consistent light tone inseparable from this series, while never feeling repetitive, annoying, or invasive. I often think how, alongside gameplay, music is a vital component to JRPGs, and this is lowkey one of the best soundtracks on the PSX.

As a very JRPG-ish JRPG, Wild ARMs 2 gets a lot right with its forward-thinking design sensibilities and its (mostly) evergreen aesthetics and soundtrack. The bulk of the story drags on, with the latter half particularly dragged down by the stiff and vague translation, but it redeems itself with some amazing endgame side content. If you’re going to play this, I strongly recommend going the full distance with all it has to offer in its forty hours. Wild ARMs 2 is the tortoise that has slowly caught up and surpassed many of the hares of its PSX JRPG contemporaries, emerging as a must-play for RPGFans while nevertheless starving for a more thorough remake or, at the very least, a retranslation.

  • Graphics: 80
  • Sound: 95
  • Gameplay: 85
  • Control: 80
  • Story: 65
85
Overall Score
(not an average)

About our grading scale

Review by · November 14, 2025 · 3:00 pm

The democratization of game development tools over the last decade has ushered in a wave of single-developer titles that have influenced the industry, offering a uniquely cohesive perspective of a single artist in contrast to enormous AAA games made by teams of hundreds or thousands. There are advantages to this, as evidenced by landmark solo-dev triumphs like Stardew Valley and ASTLIBRA, games where a dedicated artist nurtured a clear creative spark without interference. I was initially hopeful Artis Impact was the same; after all, developer Mas has lovingly crafted an incredible audiovisual experience with dramatic flair and creativity to rival any big-budget, full-team project. Unfortunately, there is a significant downside to the lone-wolf creative process: no one else can step in to steer the ship when it drifts off course. Artis Impact begins as a visual tour-de-force with an intriguing setup and world, but translation issues, strange tonal inconsistencies in the narrative, and overly simplistic gameplay mechanics mar what could have been the next solo-dev masterpiece.

Artis Impact is the story of Akane, a young woman newly recruited into an organization called Lith. Lith is a paramilitary group tasked with protecting the remnants of humanity from the threat of rogue AI in a postapocalyptic society. Their operatives are cloaked in black and wield massive swords known as R-blades, and Akane is accompanied by a friendly AI named Bot. If this sounds familiar to you, then you may have already drawn some comparisons between Artis Impact and NieR: Automata, an inspiration Artis Impact wears proudly on its sleeve. Yet, the games differ conceptually and in execution in terms of structure and presentation. Artis Impact has a traditional turn-based battle system and borrows from life-simulation titles like Rune Factory, offering a more slice-of-life take on the concept. This does enough to set the game apart from its inspiration, and it’s a unique blend of genres that left me intrigued and eager to see more. 

Artis Impact Screenshot featuring a figure wearing dark clothing in a gold forest.
Each screen of the environment is a feast for the eyes.

The most striking aspect of Artis Impact is the visual design. The game uses a nice mix of hand-drawn background elements with pixelated character sprites to create a cozy, lived-in world unlike anything I’ve ever seen. Many visual techniques are implemented to great effect, such as blurring and smearing the edges of environments to evoke a watercolor effect. Ccutscenes play out in a mix of manga-style panels and cutaways layered over filtered real-world photographs and concept sketches. This choice to blend conventional visual art techniques against tech-influenced details like the operating system window frame in battle sequences gives the game a truly unique visual identity.

In tense action scenes, the game often adopts a side-view silhouette effect, with characters composed of only a few of their brightest pixels (Akane’s long white hair, for example) against a sea of black, a clever way to suggest impressive animation flourishes without needing to painstakingly animate every detail of each sprite. Some of these animation flourishes and visual tricks are unlike anything I’ve ever seen in a game, and Artis Impact surprised and delighted me visually throughout its relatively short eight-hour journey. The screenshots in this review, as inspired as they are, do not do the game’s visual design justice; you must see it in motion to get the full effect of what Mas was able to pull off here, and the effects are stunning.

Screenshot of Artis Impact, in a profile manga-style scene with one character looming over another on the ground asking "So, is this your plan against the oncoming AI?"
The comic book panel presentation of most cutscenes is visually striking.

Completing the impeccable aesthetic is the excellent music. The auditory experience is just as fluid and enjoyable as the visual one. The tracks that play in towns, dungeons, and the world map are suitably ambient and comforting or ominous, depending upon the environment, and the battle tracks are heart-pounding and full of intensity, befitting the impossible odds often stacked against Akane. It’s quite impressive how many unique tracks there are, and each one feels appropriate in context and could stand on its own as a composition outside of the game.

Unfortunately, the game falters in its storytelling and mechanics. There are moments when Artis Impact wants to tell an epic, bombastic tale, but the life-sim structure and strange tonal shifts impede this goal. Initially, it seems as though Lith spends its time doing odd jobs and mopping up rogue AIs that are more of a nuisance than a threat. The stakes ramp up without warning after the first few hours, with entire towns and villages being destroyed and humanity’s future at stake. Despite this, the game gives you frequent days off from Lith-duty to engage with NPCs, part-time jobs, and menial sidequests, even when massive threats loom large. 

Artis Impact screenshot featuring panoramic shot of a ruined ship out at sea.
Artis Impact is full of impressive vistas.

This tonal inconsistency extends to the dialogue and characterization of the cast as well. Akane has a handful of compatriots in Lith who accompany her on missions and constitute most of the possible character interactions, but companions like Raven, Leni, and Billy are woefully underdeveloped by the time the credits roll. The game also has a habit of souring serious moments with attempts at humor that fall flat, often centered around various characters’ infatuation with Akane. I lost count of how many times a male character expressed romantic or sexual interest in Akane that went completely unreciprocated or unnoticed, and these moments are more jarring than they are humorous. Billy is a particularly frustrating character, as his defining characteristic is that he is a raging misogynist. While most of the game’s primarily female cast tend to brush him off or ignore him, his constant sexist remarks become incredibly grating, and there is little payoff or pathos by the end of the game for his character. 

Compounding the game’s strange plotting and ill-advised attempts at humor is the rough English translation. While the overall plot details are straightforward, the nuances of character personalities become lost in the strange diction and halting dialogue. Many scenes feel like the characters are just blabbing in non-sequiturs at one another rather than having a natural conversation, and their personality traits are wildly inconsistent. Akane’s robot companion, Bot, speaks in a typical robotic tone of rational analysis for most of the game, but then occasionally swears or drops colorful innuendos out of nowhere. This uneven translation also impeded sidequest completion, as it was difficult to follow who or what was necessary for progression from the stilted and confusing dialogue. 

Artis Impact battle screen featuring Akane standing against multiple robot enemies.
The combat is flashy but lacks depth and strategy.

The most disappointing aspect of Artis Impact by far is the gameplay. The game employs a traditional turn-based system akin to the early Final Fantasy titles, but offers nothing interesting or engaging outside of admittedly impressive battle animations. There are no party members other than Akane and Bot, and Bot’s actions are entirely automated; Bot defaults to healing Akane every turn unless you equip him with items that mildly influence his behavior towards the occasional attack or buff. Plenty of turn-based RPGs navigate the challenge of a single-party member battle system well (like Tsugunai Atonement or Parasite Eve), but Artis Impact feels exceedingly primitive, offering less complexity and fewer options than even the first Dragon Quest.

Akane herself begins the game with only a single skill, with other skills found through out-of-the-way exploration in dungeons. Finding new techniques could be a compelling and worthwhile diversion, adding variety to the barebones combat. However, Akane’s initial skill is one of the most powerful in the entire game, attacking multiple enemies at the cost of 50% of her current MP total. Since the damage output doesn’t fluctuate depending upon the amount of MP consumed, you can essentially spam this skill in every combat encounter and come away victorious without any thought or strategy, even in boss encounters. This lack of mechanical depth undercuts the otherwise stellar presentation and narrative stakes in most of Artis Impact’s intense moments with a battle system that is insultingly simple and perfunctory. I came away feeling as though Mas only included the battle system out of a sense of obligation to genre trappings. However, the game is primarily comprised of dungeons and combat encounters, so the entire experience ends up feeling like a chore by the end.

To add insult to injury, the game rushes to a ham-fisted and unsatisfying narrative conclusion that raises more questions than answers. The game attempts to encourage replays through optional sidequests that reveal more about the world, but I don’t think it would be worth trudging through the shoddy translation and mind-numbingly boring combat in the hopes of finding a more satisfying answer. I came away from Artis Impact with the distinct impression that the game could’ve used additional perspectives to address some of its most glaring inconsistencies. As it stands, Artis Impact is an audiovisual masterpiece that fails to convey a cohesive narrative or engage the player beyond its spectacular presentation.

  • Graphics: 100
  • Sound: 90
  • Gameplay: 40
  • Control: 70
  • Story: 40
50
Overall Score
(not an average)

About our grading scale

Review by · November 13, 2025 · 3:00 pm

Vengeance is a central theme in many stories, with otome visual novel Mistonia’s Hope -The Lost Delight- adding another tale to an ever-growing collection. Will having her revenge fulfilled be everything protagonist Aprose Randolph wants, or will her vengeance ring hollow as truths come to light? That question is the narrative’s central conceit and, for the most part, the game largely succeeds in providing a definitive answer.

The country of Grand Albion is a land blessed by the fae, specifically the powerful purefae Queen Tia. The monarch has chosen to live amongst her mortal subjects, watching over them to protect the kingdom from the machinations of invading foreigners. Yet underneath her pure-hearted benevolence lies an altogether different mindset from that of a mortal human, making her all the more terrifying.

Eight years before the game’s plot officially begins, the queen orders the destruction of an entire noble house alongside the village that harbored them. Only Aprose, the youngest daughter of the Randolph household, and her childhood friend John survive. Aprose suffers from understandable trauma, with only her desire for vengeance against the queen and those who killed her loved ones keeping her from falling into the abyss.

Aprose, consumed by her need for revenge, forms a contact with the Faerie King Oberon despite her misgivings about the purefae’s true motivations as he seeks a precious item taken from him by Tia. Disguising herself as a maid called Rose in one of the realm’s five great noble houses to gather information, Aprose bides her time until the opportunity to strike back presents itself. As she does, our heroine learns more about the events that led to her tragic past, possibly even forming attachments and feelings that are separate from her need for vengeance. Will Aprose ultimately succeed in her goal of retribution, or will she find other reasons to live?

John and Aprose meet up undercover at a bookstore in Mistonia's Hope -The Lost Delight-.
John and Aprose often meet up at a bookstore to talk shop over the course of the plot.

That’s the general plot of Mistonia’s Hope -The Lost Delight-. It’s a deft narrative with numerous satisfying endings that depict how healing can begin after tragedy. The characters are also memorable, with Aprose herself being one of the most fleshed-out and well-developed otome protagonists I’ve encountered, especially as she comes to terms with her past and moves forward. Side characters, such as the enigmatic information broker Goneril, the supportive maid duo of Evelyn and Charlotte, and the surprisingly efficient head butler Nicholas, are fascinating and multi-faceted in their own rights.

Even the purefae Queen Tia and King Oberon are fascinating character studies, both similar to mortals in their mannerisms and yet capable of committing downright unsettling and horrific acts without batting an eye, because they simply don’t think about morality in the same way humans do. They’re innocent in a sense, but it’s that very innocence that makes them so potentially villainous.

Of course, this being an otome means there are also obligatory love interest characters—six, in fact! Five of these potential LIs represent one of the great demifae noble houses of Grand Albion: Edward Bernstein is the young heir apparent of his home, obsessed with the concept of noblesse oblige and seemingly far too idealistic compared to the rest of his family; Albert Creswell is the stoic and by-the-book figure with more of an interest in the social division between Grand Albion’s classes than he initially lets on; the usually cheerful Linus Ward is a staunch defender of Queen Tia, though a moment from his past could potentially crack his facade; dejected Lucas Sullivan keeps to himself and doesn’t care much for the living around him or the day-to-day affairs of Grand Albion; and the flirtatious Ascot Lindel is a trusted figure to the queen, with an outlook that tends to keep those around him guessing and a demeanor of knowing more than he lets on.

You only have access to Alfred’s, Lucas’, and Linus’ routes initially, and completing two of theirs opens up Ascot’s and Edward’s. Seeing one of the good endings for either of those two bachelors will open up the route for Aprose’s childhood friend, John.

Aprose observes the representatives of the Five Great Houses acting rather silly in Mistonia's Hope -The Lost Delight-.
The gang’s all here!

Of all the routes, I think that John’s is the strongest. Not only is the romance between him and Aprose incredibly believable and well-developed, but his happy ending also most successfully weaves the VN’s story themes of vengeance, love, and living for oneself into a concise narrative. The other LI characters also have moments to shine in John’s particular route, with Ascot being a notable example. While Ascot is arguably the most fascinating character in the game from a lore standpoint, it’s difficult to believe that mid-route a switch turned on and he suddenly developed feelings; therefore, his depiction and more gradual development in John’s route seem more realistic.

That isn’t to say the narrative is lacking, as Edward’s, Linus’, and Lucas’ routes are also exceedingly well-written. Truthfully, I tend to forget that Alfred even had a romance route by comparison, but not because it was terribly written or upsetting, mind you, but because it focused more on the overall worldbuilding than the development of feelings between him and Aprose. His feelings happen just as suddenly in his route as in Ascot’s, but without as compelling a central figure. It’s a shame, given that I’m pretty fond of Alfred’s voice actor, Yūichirō Umehara, in particular. 

To their credit, none of the romances are terrible—they just happen to occur too quickly in two of them. After completing all of the routes’ good endings, a True Ending opens up to resolve the game’s few lingering plot holes. Still, I honestly feel that it’s a relatively weak epilogue compared to the rest of the routes, and that John’s Dawn Ending would’ve made for a better overall conclusion.

Mistonia’s Hope -The Lost Delight- is more or less a traditional visual novel in which you advance the story until reaching a branching decision point. In the game’s first half, Aprose is more concerned with building trust as a maid, and therefore, that’s the bulk of the plot focus rather than affection points or romance. There are also several exploration stages where you navigate a map of the royal manor and its surrounding city, talking to characters and finding bits of intel that provide you with “shards” that later reveal a past story scene if you gather enough of them. While these stages are interesting and break up the typical VN gameplay, they aren’t skippable when using the detailed flowchart later on during replays, which is an odd design choice given that you can skip previously read text or jump to the next decision point in any other area of the game to speed the narrative along.

Once a character route cements itself, the gameplay becomes reminiscent of any other otome VN, where you try to make decisions that raise the affection meter for the LI, here to reach their Dawn Ending. There are also bad endings you can uncover, and even a second affection meter for a rival LI to consider. Raising that meter can trigger a love triangle ending, but just keep in mind that these endings also read a bit negatively. With so many endings to uncover and a helpful flowchart that even informs you if there are choices in a given scene or text you haven’t read yet, replayability is very much encouraged! There are even short stories you uncover that offer further insight into the world and its characters.

Aprose and Edward share a moment  while tree climbing in Mistonia's Hope -The Lost Delight-.
The CG illustrations are gorgeous.

Visually, Mistonia’s Hope -The Lost Delight- has gorgeous character art and CG illustrations. I do think the characters suffer from the failings of fantasy fashion, and the special effects for magic attacks and blood splatter aren’t the best I’ve seen, but they remain colorful and vibrant, fitting the game’s aesthetic. There are some noticeable errors in the English localization at times, but nothing that becomes exceedingly distracting in the long run. However, I do question the use of the “humaines” descriptor for humans, as most other descriptor elements remain spelled in a more modern and realistic style. The background music is limited yet catchy, and I particularly enjoyed the vocal music pieces, such as the opening. The Japanese voice acting is also top-notch.

Mistonia’s Hope -The Lost Delight- tells the tale of how one woman’s search for vengeance ultimately transforms into something else entirely, and it accomplishes this in a surprisingly thoughtful manner. The game’s strong-willed and complex protagonist, buoyed by a colorful and memorable cast of supporting characters, is a true standout in the otome genre. I enjoyed watching Aprose’s character growth throughout the various narrative routes. Maybe that’s where the once-lost delight found in the title truly comes from!

  • Graphics: 88
  • Sound: 87
  • Gameplay: 85
  • Control: 86
  • Story: 90
87
Overall Score
(not an average)

About our grading scale

Review by · November 12, 2025 · 12:00 pm

Marketing tells us that personal travel is a time to relax, but one of its greatest benefits is getting to break out of our comfort zones. New places, people, and experiences push us to grow; on the other hand, absolutely no familiarity will leave you lost, with no way to make the most of your time. Finding balance between the accustomed and the new is crucial. Although Pokémon Legends: Z-A returns to a familiar city, its fresh approach to Pokémon battles makes the trip worthwhile. However, certain stops along the way are too conventional, resulting in a vacation that, while fun, doesn’t feel like it makes the most of its potential.

In Pokémon Legends: Z-A, we visit Lumiose City from X & Y’s Kalos region. There are wild Pokémon all throughout the city, and it’s great to see them interacting with their urban environment. You may find mouse-like Pokémon such as Dedenne munching on the wares of a Berry-selling stall, while plant-adjacent Pokémon like Flabébé float around flowering bushes. But there’s only so much species diversity that can exist within a single city, so Wild Zones pop up as the game progresses to remedy this limitation.

Wild Zones are blocks of land that you can only access through designated entry points. These segmented areas sometimes have slight slight environmental alterations from the rest of Lumiose, meant to help justify the gathering of certain Pokémon types—but it feels awkward in practice. Drastic climate changes, like the constant snow in Wild Zone 12, are jarring. Most of the time, the alterations are minor, such as Wild Zone 16 adding a layer of water over the ground, though that draws attention to how needless the area divisions feel. There’s no noteworthy difference between Pokémon behaviors across areas, either. They can be aggressive and chase you down no matter where you are, and even gigantic Alpha Pokémon can appear outside of Wild Zones.

A Pokémon Legends: Z-A screenshot of the player being spotted by an Alpha Garbodor in an alley, surrounded by two wild Trubbish.
Wild Pokémon are so cute! …Until the Alpha wakes up.

There’s also no difference between the way you capture Pokémon in and out of the Wild Zones. If you sneak up on a wild Pokémon, you have the chance to catch it with a single Poké Ball with no need to enter battle. But if that one Poké Ball isn’t enough, you’ll need to battle and weaken the Pokémon before trying again, in series tradition. It’s disappointing that despite utilizing the Legends subtitle, Legends: Z-A doesn’t implement the strategic catching mechanics of its predecessor, Legends: Arceus. Gone are the days of throwing Berries to distract Pokémon and lower their guard, or tossing down smoke bombs to better situate yourself before throwing a Poké Ball. Catching Pokémon in Legends: Z-A doesn’t feel meaningfully new or interesting, but like a watering down of a previously engaging and fun system.

What’s worse than the removal of Legends: Arceus’s unique capturing strategies is the dissolving of its absorbing gameplay cycle centered around exploring and catching Pokémon. In Legends: Z-A, there isn’t much, if any, incentive to return to a Wild Zone once you’ve caught every Pokémon there. You only need to catch a Pokémon once to log it in the Pokédex, and Pokémon don’t give items when caught, defeated, or released like in Legends: Arceus. You’re encouraged to catch each type of Pokémon 50 times to complete “Mable Requests” for enticing rewards like TMs and, at the very end, the Shiny Charm. But without any extra motivation, it’s all too easy to rush through these tasks by catching low-level Pokémon and never give them a passing thought again. The result is a game that seems to emphasize catching Pokémon, without giving much reason to catch many Pokémon. And without any reason to catch the Pokémon you pass by, there’s less opportunity to appreciate them and their connection to Lumiose.

Similarly, there isn’t much reason to sightsee around Lumiose the way there was in Legends: Arceus‘s Hisui. Crafting doesn’t return, so most blockades such as rocks and thorns are just temporary nuisances. Mega Crystals are the exception, as they leave behind Mega Shards when destroyed, which you exchange for Mega Stones or Exp. Candy. Shockingly, this makes it more compelling to crush crystals than to catch Pokémon. The random placements of Mega Crystals and the items littered around the solitary Lumiose make exploration aimless rather than intentional.

A Pokémon Legends: Z-A screenshot of the protagonist and a Pignite sitting outside around a table with a coffee and croissant. Behind them is a food truck.
Resting on benches or grabbing a bite to eat at a café makes for small but welcome moments of repose.

Although Legends: Z-A is self-contained in its setting, it isn’t self-contained in its gameplay. Mega Evolutions, powerful Pokémon forms introduced in X & Y, return as one of Legends: Z-A’s biggest draws, yet not all of them are available normally. Only Pokémon from the first four generations received Mega Evolutions in X & Y, leaving its own starter trio of Chespin, Fennekin, and Froakie behind. These three finally have Mega Evolutions in Legends: Z-A, but the only way to obtain them is to reach a specified rank in online play. The Mega Stones required for these starters’ Mega Evolutions changes each “season,” so if you take your trip during a season when your favorite isn’t an online reward, you won’t get the chance to use it during your story playthrough. Although some post-launch tweaks have made obtaining certain stones easier, they’re still time-limited, and online play requires a Nintendo Switch Online membership, which can easily lock some players out of obtaining the Mega Stones for their favorite starters.

Because these Mega Evolutions are only obtainable through online play, they don’t make any appearances in the story. In a way, this follows Legends: Arceus’s lead, as it too didn’t give any special forms to Sinnoh’s starters, but there are better Arceus inclusions that Z-A didn’t keep. Legends: Arceus introduced the brilliant Link Cable item that allowed you to evolve Pokémon that normally evolved by trading, like Kadabra into Alakazam. In Lumiose City, the Link Cable item has disappeared, requiring you to once again set aside time and a friend to complete your Pokédex. You can catch some trade evolution Pokémon in Wild Zones in later parts of the game, but that makes it all the more confusing that the Link Cable item doesn’t return to alleviate the inconvenience.

Another annoyance in Legends: Z-A is the EV (“Effort Values”) and IV (“Individual Values”) system of the traditional mainline games. This complicated stat management system returns without any explanations or quality-of-life improvements, despite Legends: Arceus introducing the streamlined, intuitive effort level system. And despite the inclusion of EVs and IVs, not all of the mainline mainstays make appearances. Pokémon Abilities are conspicuously absent here despite their importance to many Mega Evolutions’ identities. Of course, not everything could be packed into luggage and brought into Legends: Z-A, but you can really feel the absence of what was left at home.

A Pokémon Legends: Z-A screenshot of six Spinarak and an Alpha Spinarak on the side of a building.
Spiders, spiders, everywhere, they’re gonna make webs.

When you travel, you should always pack an up-to-date map. Your map of Lumiose has plenty of fast travel points, and it marks most important locations, including clothing stores, specialty shops like the Poké Ball store, and Pokémon Centers. But certain stores, like marketplaces that sell Berries and Nature-changing Mints, are unmarked. It also isn’t clear when you can access courtyards from the ground. Buildings with archways appear the same way as buildings without, so it’s impossible to differentiate areas that you can walk into from areas that you need to drop down into from the rooftops.

The map in the Pokédex is arguably worse. It shows Pokémon that appear in Wild Areas just like the main map. But Pokémon that appear outside of Wild Areas only have vague descriptions, even if they can only appear in one or two locations. When you do know where to look for your target Pokémon, most of Lumiose’s buildings look the same, like boxes with windows painted on. Legends: Z-A may not have the highest polygon count, but it isn’t an innately ugly game—it just lacks visual interest due to the sameness of Lumiose’s buildings, which comprise the majority of its setting. This large-scale city feels like it’s made of toy blocks stacked beside each other, which doesn’t encourage exploration or inspire memorable moments.

What is memorable are the Trainer battles. When night falls over Lumiose, part of the city is designated as a Battle Zone. Instead of encountering wild Pokémon, you battle against other Trainers. Winning earns you points to progress to the next rank, with the main story goal of making it all the way to Rank A. The Zones are a clever way to implement battling contained within the city, but the battles themselves are Legends: Z-A’s crown jewels.

A Pokémon Legends: Z-A screenshot of the protagonist looking at an overlay showing the different ranks. Rank E is currently highlighted.
Moving up the ranks means moving the story forward and finding stronger Trainers to battle.

Instead of selecting your Pokémon’s actions in turns, Legends: Z-A battles are entirely real-time. Each Pokémon attack has a cooldown, placing focus on the order moves are used rather than simply repeating one that’s super effective. Your Pokémon will follow you as you move around, so positioning to dodge enemy strikes—or to hit multiple opponents at once—is an additional important consideration. Using items is also placed on a cooldown, making battles innately more strategic and less about “spamming” than in previous titles. Visiting Lumiose is worth it for these new battles alone, a testament to the potent power of the unfamiliar.

The one area where familiarity benefits Legends: Z-A is the Rogue Mega Evolution battles. These raid-style fights pit you, and sometimes an NPC ally, against a large-scale Mega-Evolved Pokémon that targets you with flashy special attacks, in the vein of Noble Pokémon from Legends: Arceus. Although there could stand to be more battleground variety, there’s enough distinction between the different bosses’ attack effects and patterns to make each one engaging. It’s not enough to just over-level your Pokémon to breeze through these fights—you need to learn the enemy’s attack patterns and master maneuvering, too.

A Pokémon Legends: Z-A screenshot of a Spewpa in front of old Japanese-style portraits. Spewpa is directly in front of a portrait of someone with a shaved head, and the dialogue box reads, "You found a lost Spewpa that's doing a fine job modeling the haircut on display!"
Side Missions give plenty of personality to the people and Pokémon of Lumiose.

Defeating the Rogue Mega-Evolved Pokémon and rising in the ranks in Battle Zones moves the story along, and you’ll get to meet many of the friendly faces around Lumiose. As with the gameplay, the narrative is at its best when it focuses on its new, endearing cast, including its “generics.” Over one hundred Side Missions bring Lumiose to life with a wide variety of tasks to complete. Most take on a sillier nature, like getting a giant Avalugg so a woman can take pictures of her four Bergmite on it, but they all add needed depth to the limited scope of the singular city setting. The main story grows clunky when it falls back on references to X & Y, though. There are awkward, tone-deaf discussions about accountability, while intriguing conflicts, such as Lumiose citizens expressing concern over the invasiveness of Wild Zones, are waved away with unsatisfying resolutions.

The way Legends: Z-A pulls from the traditional mainline games and Legends: Arceus but ultimately doesn’t incorporate the best elements of either is similarly unsatisfying. Still, a vacation must be truly catastrophic to be considered “bad,” and Legends: Z-A is plenty fun with its real-time battles and Rogue Mega-Evolved raids. Yet the game’s itinerary feels like it isn’t making the most of what the Legends sub-series has to offer. Instead, Pokémon Legends: Z-A feels like yet another in a long line of Pokémon game with growing pains. With the commonplace around every corner, you may feel the experience is one big tourist trap, but it’s still a trip worth going on and making the most of while you’re there.

  • Graphics: 80
  • Sound: 87
  • Gameplay: 87
  • Control: 80
  • Story: 85
81
Overall Score
(not an average)

About our grading scale

Review by · November 8, 2025 · 12:00 pm

Earlier this year, I wrote glowingly about the overhauled remake of late director-designer Benoît Sokal’s Amerzone – The Explorer’s Legacy and how it surpassed the sum of its parts to epitomize the pulpy, Vernian adventure I’d always been seeking. Naturally, I was excited to embark on Sokal’s larger project, the Syberia series, but held off until the release of Syberia – Remastered. This recreation of the beloved 2002 point-and-click adventure brings new visuals, controls, and scarce little else. Is a new coat of paint and a little oil in the joints enough to keep this old train rolling? All aboard!

First, I must say that the PS5 build I played through most of the game on was riddled with annoying bugs related to environmental/object interactability and questlog progression, along with a slew of obvious typos in the scripts and readable items. Perhaps my first impression of the game was marred by this. Thankfully, these issues and more have been ironed out just in time for the game’s release, and I can confirm that this is the smoothest way to play the adventure so many seem to cherish.

Syberia follows young American lawyer Kate Walker as she brokers the buyout of a French ‘automaton’ factory by the Universal Toy Company after the factory’s owner, Anna Voralberg, passes. Turns out, though, that Anna’s long-lost brother, the intellectually disabled yet mechanically brilliant Hans, is still alive somewhere, ostensibly chasing traces of mammoths in the semi-fictionalized snows of Syberia. It falls upon Kate Walker to follow Hans’ decades-cold trail and get his signature on the buyout contract with the help of the foppish automaton Oscar (DON’T call him a “robot,” please) and the wind-up train he drives.

Oscar the automaton hangs from a factory machine in Syberia - Remastered.
Hanging out with Oscar.

There are a lot of thematic and narrative parallels with Amerzone—a young professional follows an old genius’s generations-old footsteps, stopping along the way to repair and maintain their outdated yet fantastical vehicle. Despite this, I found Syberia’s story to be relatively devoid of adventure and its ending very anticlimactic. There’s almost no conflict, besides—*BZZT BZZT BZZT* Oh, Kate’s getting yet another phone call from her overbearing mother, her airheaded best friend, or her childish fiancé, better answer that.

I appreciate that Kate Walker is a strong protagonist with visible growth over the story, but the plot’s progression is less exciting and bogged down with self-referentially menial tasks like hunting for grapes to scare away mean birds blocking a ladder or getting your visa stamped. The problem is that of the four major locations within the six-or-so-hour story, your time is front-loaded in the first two areas, a foggy French village and a grand yet mostly empty university. Just when the later areas seem to get interesting, little happens, and you wind up your train and ride off to the next place.

The most notable change with Syberia – Remastered is the visual upgrade. Now, rather than click around to move Kate between static screens set on 3D-rendered environments, you move with the left stick to freely explore. I like how the camera moves with you but still locks into the familiar framings of the original, meaning new screenshots match the idealized rose-coloured version that lives in fans’ minds. In larger, more nature-focused areas, it looks quite beautiful—close up, though, it looks blotchy and unimpressive. The opening area, especially, felt like more of what I’d expect from a high-budget PS3 game. Then, there’s the strange decision to leave in the unaltered pre-rendered cutscenes of the original, meaning get ready to watch an untextured PS2-era train pull out of blotchy locales, as you wave goodbye to blotchy, unrecognizable NPCs.

Kate Walker talks with an old gardener on a bridge in Syberia - Remastered.
“For the last time, give me the grapes!”

In all areas, the colours are somewhat muted and greyed, looking perhaps more real but at the expense of vibrancy and personality. This created a certain cognitive dissonance between the unelaborated steampunk setting and the goofy yet rarely funny characters. There’s a shot from high above the aforementioned university of the ruined remains of the town around it, never expanded upon, never acknowledged. Despite this, the game doesn’t hesitate to throw an eighteen-page diary or a five-minute lecture on mammoths at you. Too much is left unsaid, too much adventure not properly explored, so I felt deflated at times.

Amongst the large and somewhat vacant environments, Kate Walker must do a lot of walking. Some sort of behind-the-scenes collectibles, or bonus puzzles and lore, as were present in Amerzone, could have livened things up. Like Amerzone, the main puzzles are never very challenging, but here they involve a lot of backtracking or jogging between far-flung points, so that your mind has long-since solved any problems while Kate’s feet slowly catch up. The remaster promised new and reworked puzzles. Unfortunately, I can count these additions on one hand—assuming two of my fingers have been blown off by a firecracker. Perhaps two puzzles have an added wrinkle involving picking up more items in the environment or something similarly unstimulating, and some items have new names or redesigned looks. As a whole, Syberia’s puzzles are logical, but scant and uninteresting.

Kate Walker walks alongside her train in a Russian mine in Syberia - Remastered.
Would that I, too, were one day immortalized in a fabulous pose.

This remaster maintains music and voice acting from the original. I was mostly ambivalent towards the serviceable performance of Kate Walker’s lines, dry and straight as they were amongst a world full of wackadoos whose actors seem to be reading for very different games. Seriously, did the university rectors think they were in a game based on Labyrinth?  Some lines’ audio peaks or come across as tinny, but they do hold up well, given their age. What really impressed me was the elegant and unobtrusive soundtrack, composed by Nicholas Varley and Dimitri Bodiansky. There’s just one theme per area, but each delivers personality and intrigue in lieu of pulse-pounding adventure.

The incredibly atmospheric music is what really made me consider the effect Syberia seems to have over its fans. The whole experience is slow, purposefully so. It hinges on drawing you into its slightly magical world and off-kilter vibe. These allured me enough to want to continue with the rest of the series, which hopefully lives up to the promise of its premise, as the solo outing of Amerzone did for me. As much as I wanted to love Syberia, I was never fully grabbed and, in fact, was repelled by its straightforward and slow puzzles and the story that goes nowhere (and not even fast, at that!). If Amerzone was pure pulpy fun, Syberia is one of those disappointing magazines with an amazing cover illustration.

  • Graphics: 77
  • Sound: 79
  • Gameplay: 68
  • Control: 75
  • Story: 65
69
Overall Score
(not an average)

About our grading scale

Review by · November 5, 2025 · 12:00 pm

The modern CRPG revival shows no sign of slowing down, and Spiderweb Software’s latest remaster keeps the momentum going. To mark the 25th anniversary of Avernum 4, founder and lead developer Jeff Vogel is revisiting the classic with an updated edition packed with new features and a refreshed interface built for modern systems. Unlike the Geneforge remaster from a year or so back, Avernum 4: Greed and Glory tells a more traditional, party-based fantasy tale. Yet it still thrives on the rich worldbuilding, vast exploration, and sharp writing that have defined Vogel’s work from the start. Avernum 4: Greed and Glory stands as another strong entry in the CRPG pantheon and a fine entry point for newcomers, though it will likely resonate most with those who fondly remember CRT monitors, late-night pizza runs, and the shrill whine of dial-up connections.

Avernum 4: Greed and Glory takes place almost entirely in a vast underground realm of caverns and hidden settlements. This sunless world was once a prison for the Empire’s criminals and exiles, but it has since grown into a thriving civilization of its own—the titular Avernum. Your party of four adventurers descends into this underworld in search of freedom, fortune, or whatever drives you onward. But Avernum is in turmoil. Powerful factions clash, bandits roam the tunnels, and ancient magics stir once more, leaving the government struggling to maintain order. Travel has become dangerous, and forbidden for most. For a group of hardy adventurers, though, such chaos is the perfect opportunity. Before long, you’ll find yourself at the center of uncovering what’s truly happening below.

The story feels carefully crafted, clearly developed over many years in the developer’s mind, and takes advantage of additional plot elements added in this remaster. Like Geneforge, it blends pastoral fantasy with technological influences and themes that echo the world we live in today. Avernum 4: Greed and Glory boldly examines the rights of a new civilization and questions whether past actions can truly be rewritten into new friendships. As you progress, you can choose sides among different factions and shape the story’s direction. The game’s structure stays open throughout, with few areas locked behind story progression. By the mid-game, the paths you take and the quests you pursue depend entirely on how far you want to explore.

Undergrown cave covered with web-like walls, with an adventuring party exploring carefully in Avernum 4: Greed and Glory.
When every wall is a web, you know it’s time to prepare.

The graphical assets and artwork closely resemble Spiderweb’s previous remasters, adding or changing little from those earlier efforts. There are, however, some striking flashes of detail—intricate crystal formations, humanoid-sized mushrooms, and sprawling city homes—that stand out. Still, this is a game that relies heavily on the player’s suspension of disbelief, or rather, the extension of their imagination. And, across many hours of adventure, it can be difficult to associate specific characters with a distinct image or voice. Similarly, spell and ability effects are understated, and high-level combat doesn’t always look or feel as powerful as it should.

The music and sound design are quite minimal, relying on simple movement noises and basic interaction effects. Audio cues are sparse, and while this fits the game’s atmosphere of deep isolation, Avernum 4: Greed and Glory is the kind of experience where an external playlist becomes essential—perhaps something more uplifting or soul-enriching to balance the mood.

If you’ve played any Spiderweb Software game since 1994, the character and combat systems will feel instantly familiar. The core mechanics stay consistent across different settings and series, remaining solid and reliable. Combat and exploration both rely on a progression system divided into physical and magical skills, with a few technical ones like Tool Use or Cave Lore mixed in. You assign stat points at character creation and each time you level up, shaping your character’s strengths as you choose. Your initial class and ancestry choices add another layer of strategy, since each combination grants its own weight. The catlike Nephils excel as archers thanks to their natural bonuses with missile weapons, while humans’ ability to wear any robe or armor lets them adapt to many roles. Every class remains flexible, though—you can train a fragile mage in Pole Weapons just as easily as in Spellcraft if you want to defy expectations.

At certain levels, you can choose Traits that enhance your core stats—boosting strength, increasing critical hits, or adding extra damage against physically vulnerable enemies. As you progress into the late game, these Traits grow more powerful and diverse, turning build planning into a strategic system of its own.

Inventory screen for one of the reptilian party members in Avernum 4: Greed and Glory, showing a cowl being equipped and other items in the backpack.
Look good to feel good, baby.

Combat works in a straightforward, turn-based system that switches to a grid layout once you engage an enemy or mob on the world map. There’s no visible turn order, but each combatant acts according to their initiative. Abilities cover the familiar range, from melee and magical attacks to defensive buffs and debuffs. Enemies often arrive in waves once they detect you, so the game rewards clever use of area-of-effect spells and smart positioning in narrow passages or chambers. During battles, the AI proves capable, keeping ranged attackers at a safe distance while sending tougher melee foes to pin down your party.

Enemy variety remains fairly limited, consisting mainly of humanoids, underground vermin, and undead monstrosities. The game adds depth through resistances: even creatures that look similar may resist melee attacks but remain vulnerable to Poison or Curse damage. You don’t need to figure this out through trial and error, either—right-clicking an enemy in combat displays their vital statistics instantly.

Avernum 4: Greed and Glory has a vast story, sidequests, and environments that can easily consume dozens of hours to fully explore. Beyond the many hidden areas and secrets, the game features a deep crafting and trade system to keep players engaged. It doesn’t include mini-games or alternative side activities; instead, the focus remains on exploration and uncovering the world’s stories. The game’s attention to detail and devotion to its lore create a consistent, lived-in universe. Every structure and point of interest—from abandoned farmhouses to almighty castle keeps—has a purpose. While there is a critical path and marked key locations, it encourages players to deviate, explore, and spend time in its nooks and crannies. Visiting shops and interacting with the articulate inhabitants is part of the experience. Players who aren’t inclined to engage this way may find the game feels like a slow slog through verbose, similar-looking settlements.

Combat in an underground cavern, with a shield spell taking effect on a well-prepared party in Avernum 4: Greed and Glory.
I think I might have enough buffs.

There are a few minor frustrations. While the UI is much smoother than the original, zooming the map isn’t intuitive, and you can’t right-click to exit menus or dialogue options—so be ready to rely heavily on the keyboard and mouse. There is no gamepad support. Other niggles are common across the remaster series: combat still suffers fiddly target selection, often leading to misclicked targets or accidental movements. On the bright side, the game offers a very generous save/load system. Seamless world transitions and a fast-travel feature—which becomes available relatively early—help mitigate some of the quirks typical of classic CRPG design.

Avernum 4: Greed and Glory is akin to reading a good fantasy novel: it’s deeply engrossing at times, requiring a fair bit of imagination to bring the world to life, and likely not the most modern method of accessing such content. But in saying this, the subterranean stories of Avernum, and its many detailed factions and quests keep you moving forward and invested in what’s coming over the next hill cavern. The commitment to playing an open role and of exploring everything on your own terms and time is an element many modern games still cannot offer in the same way. For those with such a bent, and with a willingness to engage their imagination and forgive some older design elements, Avernum 4: Greed and Glory will suck you deep into its yawning, cavernous depths.

  • Graphics: 68
  • Sound: 65
  • Gameplay: 80
  • Control: 81
  • Story: 86
80
Overall Score
(not an average)

About our grading scale

Review by · November 4, 2025 · 12:00 pm

I can’t claim to have played them all, but out of those I played, there has yet to be a Falcom game I dislike. From excellent gameplay mechanics to likeable characters and heartfelt stories, there’s always some aspect of a Falcom game I enjoy. This hasn’t changed with my playthrough of Ys vs. Trails in the Sky: Alternative Saga, a crossover “fighting game” featuring Falcom heavyweights from the Ys series and the beginning portion of The Legend of Heroes: Trails series. Ys vs. Trails in the Sky: Alternative Saga is very much a nostalgic time capsule of the PSP era, but for Falcom fans who like those particular Ys and LoH: Trails titles, there’s enjoyment in its numerous modes of play.

To begin, I don’t exactly consider Ys vs. Trails in the Sky: Alternative Saga a fighting game in the truest sense of the genre. It takes several cues from the action RPG mechanics of games like the PSP Dissidia: Final Fantasy titles. In fact, LoH: Trails fans might be disappointed to learn that the gameplay derives more from Ys SEVEN than the traditional turn-based combat they’re accustomed to. You select a character and combat either CPU-controlled characters or other players, all while chaining together basic attacks and guarding, along with jumping and dashing until you gain enough SP to unleash a special skill. Eventually, you fill a unique gauge that allows you to unleash a devastating extra move on your opponent. This pattern repeats until someone emerges victorious.

Kloe and Elk take on a monster in Ys vs. Trails in the Sky: Alternative Saga.
Battles feature frenetic action RPG combat.

Going along with the action RPG-based mechanics, you earn experience points to level up and eventually strengthen your player character’s stats. You also accrue a separate currency called Mona Points following battles, allowing you to visit a shop that lets you upgrade your character’s armor and weapon, purchase and/or strengthen new special attack skills to assign and quickly access during fights, or buy accessories to help bolster stats or grant special bonuses. Mona’s Shop also offers select wallpapers, battle map stages, and music for perusal in other modes, too.

Aside from equipping armor, accessories, and skills to a given character, you can also select a support character to summon during battle with a quick button combo. These support characters give helpful boons during fights. For instance, Ries from The Legend of Heroes: Trails in the Sky the 3rd allows you to collect SP faster for a time in order to use special moves. Combat is fast and fluid and very reminiscent of Ys PSP games, so it’s definitely fun even if it might take those accustomed to LoH’s traditional turn-based combat some time to get used to it. Still, the LoH characters translate just as well to the action RPG combat as their Ys counterparts.

It’s time to go in-depth about the game’s Story Mode, as that is (no doubt) where many an RPGFan would want to spend some time when playing, and where the action RPG elements arguably work best. Ys vs. Trails in the Sky: Alternative Saga fits somewhat neatly into the “canon” of Ys and The Legend of Heroes: Trails, and even manages to tie both series to an older LoH story arc. The crossover is set sometime after the events of Ys SEVEN and after The Legend of Heroes: Trails in the Sky the 3rd. It also serves as an epilogue of sorts to Ys: The Oath in Felghana, given the inclusion of Chester to the Ys cast, while also being something of a prequel to The Legend of Heroes: Trails from Zero, given Lloyd’s inclusion. A surprise appearance by an important character from The Legend of Heroes: Gagharv Trilogy also ties the story to even earlier Falcom RPGs, making this seem like a Falcom Cinematic Universe of sorts.

The character select screen highlighting Geis in the Story Mode for Ys vs. Trails in the Sky: Alternative Saga.
The five central heroes of Story Mode!

While you ultimately unlock Dogi, Chester, Aisha, Elk, Cruxie, and Mishera from the Ys series and Joshua, Olivier, Agate, Renne, Loewe, and Lloyd from The Legend of Heroes: Trails, you only have access to five characters in Story Mode. This includes red-haired, ill-fated adventurer Adol and sharp-tongued mercenary Geis from the Ys series. The two of them join Trails’ Estelle, Kloe, and Tita. Selecting one of these five characters starts their individual story route where they encounter a mysterious talking monster named Lappy (a pikkard or pom depending on your chosen character’s series affiliation) after waking up in a strange realm called Xanadu, where they and other summoned warriors from various worlds are set to fight the dreaded Dragon King Galsis who has terrorized the realm since time immemorial. Together with Lappy, they go on a quest to bring the other warriors back to the proper side so they can defeat Galsis once and for all.

It isn’t the most original or creative plot. Still, I like seeing the various characters interacting with one another and how Story Mode references their differing character dynamics and personal motivations, such as Geis’ lingering thoughts on his brother or Tita wanting to prove herself as a friend to Renne, or how Dogi reacts to seeing Chester again. Truthfully, that’s really all you can expect from such a crossover tale. I especially love Adol and Tita’s routes: Adol’s because you actually get dialogue choices for him, which fits for the PSP-era Ys games, and Tita’s because she plays so strategically differently from the other four Story Mode characters. The mentions of Xanadu and the Dragonslayer are nice Falcom deep cuts, and I especially love how important Michel’s role in the Story Mode turns out, given that I adore The Legend of Heroes: Gagharv Trilogy despite horrible localizations on the PSP.

Michel introduces himself properly to Kloe and the others in Ys vs. Trails in the Sky: Alternative Saga.
That’s probably a good idea for everyone who hasn’t played earlier The Legend of Heroes games, Michel.

You see more RPG elements in Story Mode, as you battle not only other human characters but also “boss” monsters, the largest (of course) being Galsis. Once you beat Story Mode with a character, you have the option of going back and playing through their route again, adjusting enemy levels. Beyond Story Mode, you can fight through a series of computer-controlled opponents in Arcade Mode, face online players in Network Mode, and try your hand at Free Mode, where you and up to three other players can fight together. There’s also a ton of wallpapers, music, and movies to see from various Falcom titles. There is also a range of support characters from across Falcom’s storied line-up, the most recent addition of which is Elie from The Legend of Heroes: Trails’ Crossbell Duology.

The support character selection screen featuring Scherazard from Ys vs. Trails in the Sky: Alternative Saga.
Acquiring support characters is also nostalgic Falcom fun.

Visually, it’s evident that Ys vs. Trails in the Sky: Alternative Saga has remastered and updated graphics compared to its original PSP release, yet there’s still a dated quality to the visuals, given the original title’s age. The story scenes are simplistic, PSP visual novel level-caliber, with no lip or facial/body language movement. However, the art is lovely regardless, and I enjoy the character portraits for both the main cast and support characters. The battle stages are well-designed, with unique little touches like hidden items. Sound-wise, you can’t really complain about the music’s quality as it retreads truly memorable and standout tracks from Falcom’s musical history. I also loved hearing the English voice acting, with special mention going to Steve Blum‘s performance as Galsis. You can just tell he enjoyed hamming it up as the evil dragon overlord. The localization had a few typographical errors here and there, but it was generally spot-on and fitting.

Ys vs. Trails in the Sky: Alternative Saga is a nostalgic fanservice game for Falcom’s PSP era. I happen to love both Ys and The Legend of Heroes: Trails, so indulging in this missing localized title was a true delight. It might only appeal to diehard Falcom fans or those who enjoy earlier Ys and Trails games, but if you fall into those categories, it’s undoubtedly entertaining. When all else fails, I’d bet on the little girl with the orbal cannon any day of the week!

  • Graphics: 83
  • Sound: 85
  • Gameplay: 84
  • Control: 84
  • Story: 82
84
Overall Score
(not an average)

About our grading scale

Review by · October 29, 2025 · 11:00 am

“I’m going to try one more time, Bill,” my grandma says, undeterred by her bad RNG, walking into the dungeon once again and all the way to that chest that might have the Death Necklace.

As my grandpa flips back a page in his thick, well-loved Dragon Warrior GameFAQs printed walkthrough, he smiles back and says, “Remember to use the torch as you walk into the dungeon, Mom.”

Grandma looks back, huddled in her blanket. “Which way do I turn again? Zach, remember that the item you can get from this chest every once in a while is worth a lot of money.”

I glance over at my wife and give her a smirk before replying, “Oh, I remember, Grandma. Aren’t you a high enough level to just move on without it?” 

I already know her answer before she gives it.

“This is always the way I do it. I need that gold. Remember when I helped you find it? Which way do I go again?”

Patient as ever, Grandpa gently points and says, “Turn right after the stairs there, Mom.”

In so many ways, it’s appropriate that this is the last time I saw my grandma. She was always fiercely intransigent: she wanted to do things and play things her way. Even with other versions of Dragon Quest I available, she wanted to play the NES version. She wanted the familiar rhythms, the familiar RNG, and the familiar instructions my grandpa so lovingly gave her. Even as she was losing her memory, even as she couldn’t wrap her head around new games, even as she could barely see the screen, this is how she held on to a fundamental piece of who she was.  

Still, even with her stubborn love for how “things should be,” I am convinced my grandma would have loved last year’s Dragon Quest III HD-2D Remake, a game that is faithful in all the right ways to the original while also updating it for a modern audience.

Would she have liked Dragon Quest I & II HD-2D Remake? I’m less sure. These are ultimately very different games. They use the original iterations as a baseline, but have their own identity. This largely works with Dragon Quest II, turning it from an overly ambitious slog into something actually fun to play, but with Dragon Quest I, it’s sometimes an awkward fit, muddying something that has always been pure and simple.

A battle against slimes in Dragon Quest I HD
Now you can fight up to…well, more Slimes than this!

Don’t get me wrong: I understand why the original Dragon Quest in particular needed some adjustments. As revolutionary and genre-defining as it was (I mean, it was the first true JRPG), it’s not a pleasant experience in 2025. Being forced to use a torch in dungeons to get around, buying keys at the shop to get into certain doors, and only fighting one enemy at a time is pretty darn boring nowadays. The horrible balancing and broad aimlessness of Dragon Quest II isn’t exactly a blast either. These games needed more changes than the already excellent Dragon Quest III, but that doesn’t mean that they all work.

Take combat, for instance. In Dragon Quest I HD-2D, you still only control one character (something the NPCs comment on a lot, a fun little jab at the original), but he’s an absolute beast, replete with dozens of skills, some of which you find from exploring and grabbing “Scrolls,” far more than you had in previous versions. You can even superpower those moves by gathering the five Sigils that originally only appeared in Dragon Quest II. These Sigils might allow your moves to “crit” randomly, or you can choose to power them up if you’re at low HP. There are also multiple enemies in random encounters, and a lot more boss fights. Put simply, there’s just a lot more going on.

That all sounds more fun than the original, right? Early on, I agreed; it’s certainly more interesting to have multiple enemies in battles. But eventually, especially in the late game, fights turn into an RNG-fest. Far too many battles are determined by one thing going wrong, and with just one party member, there’s no way to recover from bad luck. I spent at least two hours on a boss fight, and I didn’t go grind because I knew if my Midheal recovery spell critted at the right time, I’d be perfectly fine. And lo and behold, when the turns came out right, when a couple of abilities randomly powered up at the right time, I breezed through. No amount of Dragon Quest knowledge or tinkering saved me, and frankly, I don’t think it could have. I don’t even want to imagine the profanity that would have poured out of my grandma if she had to deal with some of these boss fights. 

Most of those adjustments carry through to Dragon Quest II 2D-HD, but here they work. The Sigils still give you random buffs, and everyone, including enemies, has a lot more skills to work with than before. The difference, of course, is that this time you have four party members (with the delightful addition of the Princess of Cannock). Oh, and a huge change from the original DQII is that the whole party is actually useful. So, if something went wrong and killed one party member, instead of an inevitable wipe and retry, I managed with the other three. It plays fair because it knows how to play with all the tools in your box—the new Dragon Quest I doesn’t.

Walking across a wooden bridge over a scenic landscape on Dragon Quest II HD-2D's world map
The water effects still look amazing to me.

That goes for the story, too, which is greatly expanded in both games. The base narrative is still the same in each: you play as the descendant(s) of the legendary hero Erdrick, and you need to tackle the great evil that threatens the world. Both games’ NPCs get more dialogue, villains get a back story and understandable “motivations,” and there are a lot more things you need to do. The party members in Dragon Quest II each have distinct and vibrant personalities. Understandably, this makes both games significantly more linear, as many once optional tasks are required (yes, you have to save Princess Gwaelin in Dragon Quest I this time, but what monster would skip that?). 

But does Dragon Quest I really need all that? Sure, the additional dialogue and characterization is nice, especially for the aforementioned Princess, and I always enjoy reading more of the delightful localization, but what was once a quick, simple, clean 6 or 7 hour game now takes twice as long. A lot of the additional content feels like padding that is either meant to call back to the chronologically prior Dragon Quest III or set something up in Dragon Quest II. Dragon Quest I has always been a smaller game that doesn’t need railroading, and the additional pointers, roadblocks, and content detract from the simple magic of discovery.

For Dragon Quest II, however, this all makes sense and almost entirely works for me. It is a game that thirsts for complexity, a game that swung big back in 1987, and if you ask most people (me included), it whiffed. It wanted to give you the freedom to explore with your boat but didn’t give you enough direction. It wanted to be more story-driven, but it didn’t have the space on the cartridge to tell a compelling one. It wanted to add complexity to combat, but it only made one party member worth anything. They finally achieve all of their ambitions here, with just enough direction to go along with the exploration, a fully fleshed-out story with charming characters, and a combat system that is strategic and balanced without any major difficulty spikes (if you’ve played the original, you know what I’m talking about). It might take over 40 hours to complete now, but the additional time feels organic and essential. Put simply, Dragon Quest II is the crown jewel of the two games here, and finally worth playing as more than just a history lesson. 

That isn’t to say that every addition to Dragon Quest II is successful, but my complaints are mostly minor. The added underwater exploration is slow and awkward—and if you want to find all of the secrets this game has to offer, you’re going to be spending a lot of time down there. This issue is compounded by the number of important items randomly strewn throughout the different areas, or chests tucked into the very end of a dungeon that you can’t open until much later with a key. Even now, I still haven’t found a few items, and trust me, I have looked, but eventually I got tired of walking back and forth and hitting “X” until I located them. And don’t even get me started on the new dungeon required for the “true” ending—it’s an hours-and-hours-long exercise in tedium and despair, though the effort is absolutely worth it for long-time series fans.

Caradoc boisterously talking about meeting someone inside a boat house.
Caradoc is a buffoon and I love him for that.

I know I haven’t addressed this up to this point, but to be clear, both of these games still look and feel a lot like Dragon Quest III HD-2D Remake. Battles are still random and from a first-person perspective. The graphical style is entirely intact and, on occasion, improved, with even more verticality in the towns and dungeons in particular. There are secret spots and glittering item spots littered over the world map. The music still pulls from the Sugiyama-conducted “Symphonic Suites,” and while I prefer Dragon Quest III‘s OST to either of these, the Tokyo Metropolitan Symphony still does an amazing job of bringing the original classics to life in a way that fits the style and flavor of the remakes. 

All of those quality-of-life features of Dragon Quest III HD-2D are back, too, including quest markers, difficulty settings, and the ability to speed up battles. They’ve even added a few more that I happily imbibed in, including marking treasure chests and secret spots on the map. As always, you can turn off these features if you want a more pure experience, but especially in the still open-ended Dragon Quest II, I am delighted they are here, no matter what my grandma might have thought of them.

Part of me wonders if I’m a little like my grandma while playing Dragon Quest I & II HD-2D Remake. Maybe I’m too attached to what I love to want things to change. Maybe the only reason I love the changes to Dragon Quest II is because I never loved it to begin with. Maybe I only want Dragon Quest I to stay the same because it’s the last game I ever saw her play. Maybe I want the developers to cherish that moment, that simplicity, the same way I do. Maybe it’s just because I miss her.

You know what? My grandma was right. Some things don’t need to change. But I can always go back and recreate that moment any time I want with the original. Maybe this new version of Dragon Quest I isn’t for me, but the new Dragon Quest II sure is, and it’s glorious.

  • Graphics: 95
  • Sound: 85
  • Gameplay: 80
  • Control: 95
  • Story: 75
80
Overall Score
(not an average)

About our grading scale

Review by · October 28, 2025 · 12:00 pm

When a game opens with the statement, “Do not attempt to reenact extreme and/or depressing events or performances depicted,” you know you’re in for a conflicting experience. In good faith, this warning is entirely justified, but the choice of the word “depressing” as opposed to a word like “violent” or “horrific” lessens the intensity and confuses the message, even if depression is a factor at play. Type-NOISE: Shonen Shojo is a horror-mystery point-and-click adventure game that does feature violence, horror, and other disturbing imagery and storylines worthy of content warnings. But for its successes at treating trauma with warranted seriousness, a questionable localization dulls the impact of much of the otherwise sharp game.

The story of Type-NOISE follows six teens, each with their traumatic memories erased, trapped in a fake Shibuya called Noise Scramble City. To escape, they must each recall their pasts by unraveling puzzles based on their forgotten experiences. These puzzles operate fairly typically for horror-mystery point-and-click adventure games. You explore the environment to obtain clues and items, and you can use or combine certain items to interact with background props. To unlock the final door and escape each level, you need to solve all the riddles present.

The game’s puzzles are generally interesting and encompass a wide variety of tasks. Some standouts include a Street Fighter-inspired pattern memorization mini-game, a card-flipping game that requires paying attention to not just the cards but your surroundings, and a chess-like game where you control fighter jets against kaiju. There’s even an homage to Ace Attorney, complete with “blip” sound effects for the characters’ text boxes, moderato and allegro testimony music, and special behind-the-counsel table character sprites. The game’s penultimate puzzle incorporates especially unique effects, such as a computer recycle sign used to pick up trash, and reflecting a photo in a mirror to complete it.

A Type-NOISE: Shonen Shojo screenshot of a successful item combination. The resulting item is titled "Game Console."
Collecting and combining items helps lead the way forward.

If anything, more puzzles like these could have helped push Type-NOISE’s unique aspects. Instead, how the game primarily differentiates itself from others in its genre is its “Noise” mechanic. As you explore, you’ll find puzzle pieces called Noise Fragments. When you get all the Fragments of a particular Noise, you can put the pieces together and unlock a character’s repressed memory. These memories serve as backstory, revealing each character’s trauma—the thing they want to forget most of all, which brought them to the fake Shibuya to begin with.

The memories also include details that direct the investigation. After watching a memory, new related items may become available to interact with, such as a submerged cage after viewing a memory about fishing. This is a clever way to pace investigations, deliver storytelling, and justify interacting with certain objects at certain times.

Before or after unlocking a memory, it isn’t always obvious which objects you can interact with, but this isn’t a bad thing. Type-NOISE has a distinct visual flair, with crowded environments and dizzying colors that evoke great unease. There are plenty of surreal details, like blackboards with melting, dripping edges, messy rooms with faces in the wallpaper, curtains suspended mid-flutter, and doors that curve uncontrollably. The settings are also littered with thematic items, further adding to the overwhelm and chaos in each location.

The items you can interact with aren’t indicated with any sort of icon, unlike most point-and-click adventure games. This keeps the screen clean of most UI elements and allows the environments the freedom to truly shine and impose their chaos on you. Instead of an icon to display if you’ve already checked something, the game’s “Scan” feature keeps track of what you have and haven’t found yet. The Scan causes items with more information to glow. The only downside is that objects that lead to another scene, such as a safe that you can check inside, will always glow when using Scan, even if there’s nothing left in the subsequent scene to interact with.

A Type-NOISE: Shonen Shojo screenshot of Itsuki Hozuki speaking to the protagonist. His text box reads, "I can finally go home and get back to gaming. What're you gonna do?"
The characters are as compelling as they are colorful.

The same way the Scan function reveals the environment’s objects, playing Type-NOISE for even a single chapter reveals its obvious inspirations. Certain major plot points and twists may feel familiar to anyone who has experienced the Zero Escape and Danganronpa series. This isn’t necessarily an issue, since Type-NOISE has its own unique spin by focusing on the importance of remembering and confronting your past to grow as a person, and sometimes there’s comfort in recognizing such similarities. But when the game’s inspirations are known for mind-bending twists, it doesn’t do Type-NOISE any favors that it doesn’t have any of its own to make it stand out.

Its characters fare much better, however. Each main character has a sharp design with many popping colors that grant both distinctiveness and cohesiveness with the bright backgrounds. It’s also impressive how distinct everyone’s personality is. It’s usually clear whose dialogue is whose thanks to stark differences in dispositions, which feels especially successful since the game does not feature any voice acting. Even the “quiet” and “aloof” characters, Shimizu and Honoka, respectively, feel distinct even when reaching their lowest emotional points, which is impressive considering “quiet” and “aloof” can easily be treated as interchangeable under different circumstances.

Appropriate to Type-NOISE’s emphasis on memory, the cast’s personalities are formed in large part due to their past, including their traumas. Each character’s trauma is different, but none is dismissed as being “lesser” or “not really trauma,” even though certain characters endured especially heinous experiences. It’s a nice change of pace to have fleshed-out characters when games of this nature tend to relegate most of their cast members to tropes and game pieces to be manipulated by the story, ultimately eclipsed by one or two protagonists. This is a genuinely interesting group to get to know and solve the mysteries of their pasts.

A Type-NOISE: Shonen Shojo screenshot of Honoka Kirishima speaking to the protagonist. Her text box reads, "The people who say they're fine are often the ones who need the most help."
For all its clear inspirations, Type-NOISE forms its own identity through its cast and themes.

But this only makes it hurt all the more when Type-NOISE’s localization shatters that characterization with awkward, unfitting phrasing. One of the game’s most abhorrent characters describes the time he arrived in his victim’s life as “when [he] sashayed onto the scene.” Not only is “sashayed” a word that is very challenging to take seriously, but the character who says it doesn’t use similar language at any other point. It stands out like a sore thumb in a moment that’s meant to be incredibly serious with high stakes.

Another example of this kind of off-putting phrasing comes from the aforementioned chess game against kaiju. Except it isn’t actually against kaiju, but “primordial beasts,” or sometimes “primitive monsters.” It’s distracting to read such clunky descriptions, especially when kaiju has practically become a loan word that most English speakers understand.

Although Type-NOISE received an update to improve this unimpressive localization, these awkward phrases and typos still abound. “That” may be written as “taht” or “thta,” a character might be “series” instead of “serious,” and mannequins, the focal point of an early environment, are “hunging” instead of “hung” or “hanging”—although the neighboring chair is “hanging” around just fine.

A Type-NOISE: Shonen Shojo screenshot of the protagonist behind a counsel table, pointing in a clear homage to Ace Attorney. His text box reads, "I'll defend him!"
For each fun moment, there’s an equally egregious localization issue that detracts from the experience.

Characters can also have inconsistent names, like Zena being called “Xena” or Itsuki being called “Itzuki.” Another oddity is how background character names are displayed. Throughout Type-NOISE, you’ll encounter characters such as “Guitarist_of_Another_Band” and even “AKARI’s_friend_A” and “AKARI’s_friend_B.” While it’s understandable for their names to include some type of stylization since the main characters’ names are stylized as “FIRSTNAME-LASTNAME” in their text boxes, it still looks like placeholder text rather than an intentional decorative choice.

In a game full of clearly intentional choices, a sloppy localization is too egregious to overlook. In the same way you collect clues to piece together the mysteries of a point-and-click adventure game, typos and odd writing choices add up. Type-NOISE knows to remove items from your inventory once they can’t be used any more because keeping them around would only serve as clutter, yet the consistency of the poor localization is the equivalent of an inventory filled with items you’ll never use. As interesting as the characters may be, a villain “sashay[ing] onto the scene” is going to be much more memorable, and for the wrong reasons.

At the end of each character’s storyline is an “Inevitable Dialogue” between the character and someone involved in their traumatic past. As you select the right answers to the questions asked, the characters talk through their experiences and steel their newfound resolve to move forward. The importance placed here on communication only serves to drive the point home: it’s not just what you say but how you say it that determines if the message lands or not. Unfortunately, not all of Type-NOISE: Shonen Shojo‘s interesting ideas always land.

  • Graphics: 87
  • Sound: 70
  • Gameplay: 80
  • Control: 90
  • Story: 75
75
Overall Score
(not an average)

About our grading scale

Review by · October 25, 2025 · 12:00 pm

As a periodic PC player, I’ve always gravitated with great reverence toward the point-and-click adventure genre but felt that I’d missed the proverbial bus on them. Adventures from the likes of LucasArts and Sierra seized the hearts and desktops of fans and held them dearly from the late 80s through the entire 90s—no series more so than Monkey Island. This October marks the 35th anniversary of the 16-colour PC DOS EGA release of the series’ maiden voyage, The Secret of Monkey Island. To celebrate, I finally sat down to play through the 2009 rerelease, The Secret of Monkey Island: Special Edition, sticking primarily with the classic 256-colour aesthetic. It’s with great relief and confidence that I say this didn’t feel like video game homework. In fact, The Secret of Monkey Island is still smooth, fun, and more sharply written than almost any game written in the three and a half decades since.

In retrospect, The Secret of Monkey Island comes from a veritable adventure-gaming dream team of writers and designers at LucasArts: Ron Gilbert, creator of Maniac Mansion (1987) and its SCUMM engine (here again used); Dave Grossman, who would go on to write and design Day of the Tentacle (1993) and many TellTale Games in the late 2000s; and Tim Schafer, who headed Grim Fandango (1998) and later founded Double Fine Productions. Not only do they truly capture lightning in a bottle with The Secret of Monkey Island, but that lightning strikes again and again (if you’ll pardon the mixed metaphors) with subsequent LucasArts games in the 90s.

The design team has said The Secret of Monkey Island takes inspiration from Disney’s Pirates of the Caribbean ride, though many story beats felt analogous to Robert Louis Stevenson’s Treasure Island. Young protagonist Guybrush Threepwood wants to be a mighty pirate, and so he sets out on a series of trials across Mêlée IslandTM to prove himself. While honing the arts of thievery, sword fighting, and treasure huntery, Guybrush becomes enamored with the Governor of Mêlée IslandTM, Elaine Marley, who is spirited away by the wicked ghost pirate Captain LeChuck. Guybrush must acquire a (used but like-new!) ship and then crew that ship to pursue LeChuck to the mysterious Monkey IslandTM.

Danger is ever-present in such forms as piranha poodles and surprisingly health-conscious cannibals, though the way Guybrush goes about surmounting each obstacle is always lighthearted and subversive of what even adventure gamers might expect. To get into the Monkey Island mindset, it helps to think along the lines of Bugs Bunny and other cartoon characters. There’s logic to be found, but it’s silly, on-the-nose logic. Most impressive is the variety of puzzles. There’s a fair share of “verb + inventory” puzzles as you pick up everything from grog mugs to a rubber chicken with a pulley in the middle. My favourite puzzles, though, were through the dialogue, including haggling down the price of your ship, coercing friends and foes (“Pretty please with sugar on top?”), and the iconic insult sword-fighting scenes. Let me stress that this was one of the funniest games I’ve ever played, with silly yet charming humour falling somewhere between Airplane! and The Princess Bride.

One of the things I liked most about The Secret of Monkey Island, aside from finally getting in on the countless in-jokes and quotable lines, was how it winks at the golden era of adventure gaming around it. There are jokes and references to past titles (the SCUMM Bar or talk of selling “fine leather jackets” in reference to Indiana Jones) and then-contemporary titles (the “Ask me about LOOM” pirate), all while dialogue and puzzle solutions poke fun at the genre’s tropes. Now, I look forward to seeing how the gags established here continue in the sequels.

The Special Edition contains two versions of the game, instantly swappable with the push of a button. The “classic” version is the 1992 DOS VGA version, and the new version features hand-drawn graphics, full voice acting, a remastered soundtrack, and a handy hint system. I preferred playing the classic version for its evergreen pixel aesthetics, though I bounced between the two styles to see how the new areas looked and to quickload/relisten to the voice acting on certain scenes. The old music holds up well in places and is effective compositionally, though those old synthy trumpets are rather farty. The new sound design is richer and full of more ambience (and less dead silence) than the original, but the new UI is updated with console players in mind, and strangely hides the verb and item bar. I liked the new cartoony character designs in certain scenes, though during gameplay, characters look wooden and dead-eyed. I should have liked the ability to mix the old visuals with the new sound, or some combo thereof.

While playing in the classic version of The Secret of Monkey Island, you still have access to the progressive hint system (sans the big yellow arrow in the new version), and try as I might to avoid hints, there were places where I broke down and begged for clues. Strangely, putting a pot on my head was one of the things I solved intuitively with little pause for thinking, though I’m not sure I like what that says about me.

It’s worth noting that many scenes benefit from the old UI, like the rare instances requiring quick clicks (namely, transporting acidic grog and launching yourself with a cannon), and the off-screen fight with Sheriff Fester Shinetop, in which you read the ridiculous items Guybrush uses and adds to his inventory. At a five to seven hour runtime, the game’s well worth playing in both styles.

Among my few complaints are the RNG nature of collecting insults and their respective comebacks for the sword fighting—the uncreative pirates kept hitting me with the classic “You fight like a dairy farmer!” line—and the way some interactive elements in the environment were hard to see, such as that accursed hatch on the ship deck. Thankfully, switching freely between graphic styles helps mitigate this issue.

Knowing the reputation a lot of point-and-click adventures have for obtuse puzzles, I was a little worried going into The Secret of Monkey Island. However, new players of any age need not worry: this is not only one of the best point-and-click adventures of all time, but it’s also player-friendly and holds up in nearly every regard. Above all, its wry yet good-natured sense of humour thoroughly charmed me for the entire adventure. Like watching a great comedy, I see myself returning to Monkey IslandTM here and through the sequels.

  • Graphics: 85
  • Sound: 85
  • Gameplay: 85
  • Control: 79
  • Story: 93
90
Overall Score
(not an average)

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Review by · October 23, 2025 · 9:00 am

I played The Outer Worlds 2 wanting to be surprised. I wanted the sequel to take the rough promise of the first game and turn it into something deeper, not bigger for the sake of being bigger. I followed developer interviews about the team leaning into classic RPG trade-offs and focusing on a denser opening world, and I understood the logic behind removing the ability to respec to make choices matter. After dozens of hours and too many half-baked quests, I can say those intentions are visible. I can also say they do not justify the way the game often collapses under its own ambitions.

From my first touchdown on the enlarged opening planet, I felt like I was being asked to do the heavy lifting for the game. The region is cluttered with errands disguised as quests. I cleared more than I should have, and by the time I finally left that world, I was exhausted rather than hungry to see more. That feeling stuck with me, as the promise of a varied galaxy turned out to be a slog through the same kinds of objectives. Twice the content, yes, but it too often comes across as twice the padding and not twice the imagination.

The game did have moments where it still grabbed me. The art direction and certain environmental set pieces are beautiful. Later planets that lean darker and more oppressive gave me the best moments in the playthrough; they felt thematically coherent and actually earned my attention. And companions mostly still work: banter in combat, consistent character beats, the one companion arc I genuinely enjoyed.

Unfortunately, those moments are islands in a sea of uneven design. Too many NPCs feel like set dressing. I found myself talking to townsfolk who had nothing interesting to say, who were clearly waiting for a quest marker to justify their existence. Characters appear when the plot needs them and vanish when it does not, with zero sense of introduction or stakes. I felt like I was being handed pieces of a story rather than invited to live inside one.

The Outer Worlds 2 one of the early planets where there are trees, mountains, and grass waiting for you to explore
The planet that promises adventure… and delivers busywork.

Quest design is the sequel’s biggest failure. Obsidian’s other titles had a knack for making even small quests reveal something meaningful about the world. Here, most side missions are busywork: fetch, return, repeat. I cannot overstate what a disappointment that was. In an RPG, the reward structure teaches the player what matters, and in this case the signals are broken. 

The Outer Worlds 2 caps you at level 30, which, in theory, is a good screen against becoming a one-person army of every skill. I get the reasoning. I even like the idea of permanence in choices. But I reached level 30 well before I finished many companion arcs. Once I hit the cap, the motivation to finish content evaporated. Why engage in combat if the experience no longer changes my build? Why grind repetitive tasks for rewards that feel cosmetic? I found myself skipping fights because the game had simply stopped rewarding me.

The point isn’t min-maxing, but preserving the loop of risk and reward. When the game removes the carrot, the loop becomes a treadmill. The skill design compounds the problem. Speech lets you bypass entire boss fights and defang tension. Lockpicking mostly gets you small amounts of bits (currency) and a sliver of experience. Both cost skill points, but they do not carry the same weight in play, which makes choices feel arbitrary or meta-driven rather than role-play driven. The inability to respec means it’s impossible to design an important locked door that requires lockpicking, because what if the player doesn’t have it? The philosophy might be noble, but the balance is sloppy.

And on that note, the writing is also sloppy in a way that feels shocking and uncharacteristic. I expected uneven satire, but I did not expect NPCs to be dropped into scenes with no introduction or explanation. More than once, I encountered someone who seemed critical to the plot and had no establishment or motive; they essentially showed up because a quest needed a face. That felt like being handed a script that had not been fully staged. A few lines of genuine satire still landed, though the humor is too patchy. While the commentary on society is interesting at times, it too often reads like an outline rather than a targeted critique.

The Outer Worlds 2 snowy planet with clear skies and a broken bridge
Snow joke: a planet worth exploring.

The antagonists are particularly weak; they exist to create friction rather than to be compelling figures in their own right, and they barely succeed even at that. I want villains who make me care, who push the narrative into deeper territory. Instead, I shrugged. It is a strange failing, because the game can create striking environments, yet it fails to craft believable characters who justify a player’s journey from planet to planet.

The Outer Worlds 2 also feels like it’s held together by duct tape. I hit a ton of annoying bugs: dialogue that failed to trigger, AI that idled in combat, odd UI behavior. One memorable example was when an elevator interaction told me I lacked authorization to enter, and then I rode the elevator up anyway. By the end of the game, my trust was completely eroded to the point that I expected every quest to have bugs.

This should be the part where I mention the soundtrack, except I couldn’t recall a single theme if I tried. The background music is so subdued and forgettable that it might as well not exist. The only note I wrote down was that NPCs occasionally bugged out and stopped talking altogether. Performances often sound like they’re being read straight off a script, though it’s hard to tell whether that comes from the acting or from the story giving them so little to work with.

There are design choices I appreciate even as they frustrate me. I liked the Spectrum Dance Saber, a rhythm-based melee weapon, more than I should have. Stealing adds a layer of emergent fun in certain pockets. Leveling feels rewarding when the systems actually work. The added verticality sometimes brings fresh possibilities. Those aspects kept me intrigued, but the positive flashes highlight the rest of the game’s inconsistencies.

Economy and reputation systems are undercooked. Bits feel useless because there are too few meaningful things to spend them on, and your standing with the factions never leads to interesting consequences. These are systems that, in a stronger game, would encourage experimentation. Here, they sit like empty scaffolding.

The Outer Worlds 2 The Best Choice building owned by Auntie's Choice
It’s Auntie’s Choice now!

What bothered me most was how rarely The Outer Worlds 2 ever answered the simple question of why. Why am I going to this planet? Why does this person matter? Why should I care about these antagonists? Story beats exist largely to create new tasks rather than to grow stakes. The stakes do get higher eventually, but it feels completely forced and inorganic. This is a creative philosophy that favors structure and size over narrative purpose.

I still believe in Obsidian. I want this team to succeed. I have watched them turn messy starts into classics before. The constellation of a great RPG is visible: the atmosphere, the occasional inspired companion quest, the delight of the right weapon in the right encounter. But here the stars never align.

Play this if you love the setting and are prepared to sift through repetition for what looks like a diamond. But I’ll warn you now: when you finally dig it up, you’ll realize it’s just a rock. That’s the feeling this game leaves you with. The Outer Worlds 2 is not Obsidian at their best; it might be the worst Obsidian game I’ve ever played. For now, it is a sprawling failure of focus and pacing, a game that is often interesting by accident rather than by design.

  • Graphics: 80
  • Sound: 70
  • Gameplay: 50
  • Control: 70
  • Story: 50
62
Overall Score
(not an average)

About our grading scale

Review by · October 22, 2025 · 12:00 pm

A blend of turn-based combat and point-and-click adventure is something I hadn’t encountered; not until Deep Sleep: Labyrinth of the Forsaken filled that gap with a thoughtful story, solid puzzles, and a surprisingly robust combat system. It’s all wrapped in a pixel-art style, steeped in dread, and rich with tension. Deep Sleep may cast you as a dream traveler, but it often feels more like a nightmare—and that’s a very good thing.

Labyrinth of the Forsaken is scriptwelder’s latest game in the Deep Sleep series’ setting. Although its story stands alone from that trilogy, there are obvious points of comparison thematically and in the construction of the adventure systems. There’re shared art assets and ideas, tying the adventure further into its history.  If you enjoyed the trilogy, then this latest offering will feel comfortable, even with the additional combat options.

The story follows the young protagonist, Amy, as she journeys through a world of dreams in search of her lost brother. Using a mysterious electronic device, she taps into fragments of his dreams, opening paths to new areas and uncovering clues as to her brother’s fate. This shared subconscious hosts not only other dreamers and travelers but also malignant forces that fuel much of the horror and combat. The writing is strong, with dialogue shaped by careful diction and grammar that give the characters real conviction. As the mystery unfolds, it reveals both the nature of the dream world and Amy’s own circumstances. How did she obtain the device that grants her access to dreams? Why are these specifically her brother’s dreams?

Deep Sleep leans into a retro-pixel art style, using large blocky assets to pack detail into just a few splashes of color. The simplicity doesn’t lessen the atmosphere’s impact. If anything, it sharpens the unease at the heart of the story and setting. Lighting plays a major role (the torch mechanic makes every bump in the night count), while sound design and subtle background movement build a remarkable sense of suspense. The developers clearly have an eye for atmosphere. Mannequins, spiders rustling in the undergrowth, and shifting shadows at the edge of vision are all placed with precision. Each new area had me scanning the screen, bracing for what might emerge. Music is used sparingly, elevating the general suspense. When it does appear, the keyboard-led synth tones place the setting further into its retro inspirations.

Amelia explores the interior of the train station scene in Deep Sleep: Labyrinth of the Forsaken.
Nothing beats the tension of an empty waiting room in the dead of night.

The game makes smart use of classic point-and-click conventions. Finding and collecting quest items to unlock new areas and combining items to forge new solutions is satisfying. This is layered with an extra twist: players can rotate inventory objects in pseudo-3D to uncover hidden details or highlight hotspots. Some hotspots trigger reactions, like revealing a key inside a cardboard box or activating a puzzle. Altogether, it’s a sharp evolution of familiar mechanics that keeps item discovery engaging, avoiding the trial-and-error grind of combining everything in the hope of progression.

Environmental puzzles support the item system, with clues woven into the writing and visuals of each scene. Paying close attention always rewards you, and the solutions strike that sweet spot—never unfair, but encouraging you to explore more deeply or reconsider what you already know. A few quirks stand out: items appear in a semi-random fashion due to map randomization, which can sometimes cause you to discard something essential. Since discarded items can’t be recovered, this wrinkle can be frustrating, especially as key objects aren’t marked or distinguished from the rest.

After the first few dreams in Deep Sleep, Amy gains more freedom in where she travels, and repeated dream-walking lets her collect Focus. Focus anchors her to her real self, allowing her to manifest abilities and items within the dream world. As she accrues it, she can spend Focus to unlock powers, boost health, and gain practical perks like larger inventory space (a lifesaver) or faster movement. It’s not the sprawling ability tree of a full RPG, but every upgrade feels meaningful and has immediate impact. Some, like extending her health bar or increasing available Focus, are practically essential.

Beyond stats and abilities, Focus also enables Amy to imprint item blueprints onto her dream self, which she can then summon in dreams. This system enables her to research weapons, shields, or restorative items and prepare strategically for upcoming challenges by creating them in the dream. With enough Focus, you can stockpile items tailored to different encounters like multi-target attacks for swarms, or single-target gear for tougher, isolated foes.

Players can select items during combat to damage foes in Deep Sleep: Labyrinth of the Forsaken.
Get ready to be well and truly boned, burning dude!

This brings us to combat. When Amy confronts the Shadows of the dream world, confrontations play out in a straightforward turn-based system. Each participant acts in order, marked by numbers beside their sprites, with health clearly tracked. Players choose actions from a simple menu, many of which depend on items carried in the inventory. Tools like wrenches or screwdrivers serve double duty—solving puzzles outside combat and inflicting damage or status effects in battle. Defensive items, such as bin lids or mannequin parts, block attacks for a turn or so.

Every item has a durability rating tied to the strength of its dream imprint or the Focus that Amy invested to create it. While the tactical approaches aren’t vast, the essentials are all here: damage-over-time effects, area attacks, turn delays, and healing abilities. Combat is punishing, largely because of item fragility. The right tool is often in hand, only to crumble before the fight is over. Groups of enemies are especially tough unless you’ve prepared weapons that hit multiple targets, and the challenge spikes once foes start manifesting healing powers of their own. Deep Sleep‘s developers have recently added multiple difficulty options, so this is much less of an issue now than it was at launch.

The end of a dream run (whether you’ve completed it or not) is where you collect Focus to upgrade Amy. There are other options she can take when she is back at her brother’s apartment, and she can choose how to use her free time during the day. These include spending time in the nearby city to build her health levels, or she can read through his book collection to generate additional Focus outside of dream missions.

Amy wakes up from a dream in an apartment where she can upgrade her abilities.
She’s not kidding…

Deep Sleep nails its story, setting, and the unusual blend of turn-based combat with item-driven adventuring. But a few frustrations hold the experience back, mostly tied to level progression and controlling Amy’s. Each dream can be revisited, yet puzzles, items, and enemies all reset if Amy leaves early. This works fine for combat, where returning stronger or better equipped feels like part of the challenge, but it undermines the point-and-click puzzles. Abandoning a dream means re-entering the same codes, re-discovering the same clues, and re-collecting the same quest items. On one hand, this repetition reflects the cyclical, inescapable nature of dreams. On the other, it slows story momentum and can become frustrating. Controls add to the friction as item selection feels clunkier than it should be, and Amy’s movement isn’t always precise. A gamepad improves traversal over a mouse, but fares poorly in menus, leaving no perfect option.

We are such stuff as dreams are made on, and Deep Sleep: Labyrinth of the Forsaken builds a haunting world on that very idea. Its unsettling art direction, layered puzzles, and imaginative story capture both the wonder and confusion of Amy’s journey. The puzzles are smartly paced, and the turn-based combat adds more tactical depth than expected. My revels may now be ended, but this is a dream worth stepping into. Sleep well.

  • Graphics: 83
  • Sound: 83
  • Gameplay: 83
  • Control: 80
  • Story: 86
84
Overall Score
(not an average)

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Review by · October 18, 2025 · 12:00 pm

From screenshots and gameplay clips alone, Shuffle Tactics looks like an extremely sensible combination of Slay the Spire, Into the Breach, and Final Fantasy Tactics. The endless replayability of roguelite deckbuilding meshed with the added depth of turn-based combat on an isometric grid sounded like the easiest 200-hour time sink anyone could ask for. As a huge fan of both genres, Shuffle Tactics was too enticing a pitch for me to miss.

Unfortunately, Shuffle Tactics never manages to become a coherent sum of its parts. The story is little more than a vehicle for a single gameplay mechanic. The combat, while functionally fine, focuses more on paying homage to its inspirations than making those borrowed mechanics gel together in a way that makes sense. To say that I was disappointed would be an understatement.

Perhaps the most egregious flaw of Shuffle Tactics is its atrocious gameplay clarity past the first level. The camera is angled such that enemy sprites block tiles directly behind them. Combined with the sheer volume of enemy units potentially on the map at a given time, you spend as much time trying to click on the correct tile as you do planning out which cards to play. Some bosses occupy multiple tiles at once, making precise play around their oversized sprites impossible. The well-crafted pixel artwork is squandered on these overcrowded battlefields, leaving it difficult to even locate your character.

Compounding the issue is the lack of a functional enemy intent system. Enemy movement and attack overlays blur together into a confusing mess, made even harder to parse on the isometric grid where sprites block tiles and perspective hides crucial information. Only a handful of attacks are clearly telegraphed in bright red, but these rare moments of clarity are more an exception than the rule. What should be careful tactical planning devolves into fighting not only the enemies but also the interface itself while trying to get a grip on what’s happening.

The main player character is about to move to a new space on the board in Shuffle Tactics, Movement areas are highlighted in aqua.
What are the enemies going to do next turn? Your guess is just as good as mine.

What about the gameplay from the player side, though? Surely, if the cards feel fun to play, they can cover for some of the weaknesses in encounter design? Unfortunately, I can’t give a positive answer here, either. Shuffle Tactics copies mechanics verbatim from its inspirations without nearly as much consideration for how they fit into the loop as a whole.

Let me indulge in some comparison with Slay the Spire‘s game design: drawing five cards and discarding your hand at the end of your turn is a clever way of ensuring players always have options while forcing them to adapt. You can’t sit on cards for the “perfect play,” and instead must do the best with what you’re given. Even with this chaotic player agency, there are two consistent rocks to anchor strategies around: enemy intent is always clear, and attacks are always in range. These simple guarantees not only curb the frustrations of the occasional poor draw order but also provide a stable foundation for long-term strategy.

Shuffle Tactics misses both anchors, leaving its strategic gameplay adrift. You’re subjected to all the turbulence of only having a fraction of your moves available at any given turn, with none of the baseline guarantees to support outlining a game plan. It’s little surprise that the least frustrating path to victory I found was abusing cards that return to your hand at the start of every turn, not because it was clever or particularly compelling, but because it offers the only semblance of consistency in a game that promises strategy yet rarely delivers it.

A character in Shuffle Tactics prepares to take their turn by playing the cards in their hand.
Where’s my AoE spell when I need it?!

The sidekick system, meanwhile, only adds to this sense of imbalance. The recruitable sidekicks’ strength levels swing so wildly that some function as point-and-click powerhouses while others are barely worth picking up. You could argue that this variance is part of the roguelite or deckbuilding DNA, but this gulf in baseline usefulness feels less like intentional design and more like unfinished tuning. The scarcity of sidekick upgrades further affirms this feeling; picking a weak sidekick early can kill the pace of the game, turning what should be a meaningful addition to your arsenal into a predictably tedious babysitting sidequest.

Even when they are effective, sidekicks don’t necessarily improve the game’s flow. With a dozen or more enemies crowding the grid at once, their presence often seems like a stopgap solution to redirect aggro away from the player. As you can imagine, this only makes the already chaotic, overcrowded board state even harder to read.

The charm upgrading system remains stuck in a similar rut. Though the various effects provided by the charms are more interesting than generic stat boosts, a myriad of restrictions that make little sense in practice chain them down. Every debuff-inducing charm I found was locked to single-target applications only, and because charms apply their effects onto the tile that you select, any card that has you moving to the tile you selected has you debuffing your own unit. What should be a flexible, build-defining system instead feels like an oversight: a punishment for interacting with the game as intended, instead of the freeform experimentation charms are ostensibly designed to encourage.

Even charms with other effects that sound useful can become undermined by their implementation. With no restrictions on charm placement, it’s easy to attach one that interacts with game mechanics that have nothing to do with the card itself (i.e., movement-enhancing effects onto a card that has you standing in place to attack), resulting in a complete waste of an upgrade. While I don’t expect guardrails on most mechanics in a roguelite, this level of execution once again comes across less like intentional design and more like under-tested systems left for the player to sort out.

A spider-like non-player character in Shuffle Tactics offers some upgrades to the player.
Why do you collect charms?

However, I do want to commend the sheer volume of content available in the game. With multiple heroes, each starting with their own deck, and hundreds of additional cards to unlock, Shuffle Tactics certainly doesn’t lack the breadth of a full-priced release. If the dopamine hit of steadily expanding an armory is your kind of reward loop, Shuffle Tactics has you well covered.

Yet for all that content, the foundation Shuffle Tactics ultimately rests on is shaky. The isometric grid muddies the waters instead of providing meaningful depth, the companion and charm systems feel several iterations short of being finished, and the core deck mechanics lack the consistency and design work that make its inspirations so enduring. Shuffle Tactics is brimming with things to unlock but starved for meaningful ways to enjoy them, leaving it less a cohesive “greatest hits album” of roguelite elements and more of a confused compilation of good ideas played out of tune.

  • Graphics: 75
  • Sound: 50
  • Gameplay: 50
  • Control: 30
  • Story: 60
55
Overall Score
(not an average)

About our grading scale

Review by · October 16, 2025 · 12:00 pm

One of my favorite book series growing up was E.W. Hildick’s McGurk mystery novels. Protagonist Jack McGurk and his friends were elementary school-aged detectives who solved kid-level crimes, such as kidnapped dolls or a missing baseball glove. Trifling matters that adults easily dismiss are big deals to kids, and McGurk took them seriously. Posh Cat Studio’s Little Problems: A Cozy Detective Game also acknowledges the drama in the mundane, albeit through the eyes of a first-year college student named Mary.

Little Problems follows Mary as she problem-solves an array of college kid hiccups through a series of vignettes referred to as cases. The first case shows Mary needing to recreate her portion of an overdue group presentation because her cat chewed up the USB drive it was on. A later case features Mary and her friends figuring out how to deal with the academic fallout of the botched presentation. Another one has Mary’s cat absconding from the vet’s office, and Mary needs to figure out where the critter ran off to.

I particularly liked the visual novel cutscene whose branching pathway influences Little Problems’ narrative aspects, including the final ending. Pity that was the only one. Little Problems is a brief weekend romp that left me wanting more story-influencing choices, more character development, and more extensive plotlines involving Mary and company.

Mary sleeping in Little Problems.
Ever have one of those days when you overslept and the cat ate your homework?

Little Problems’ vignettes are generally amusing, but have choppy narrative design. The time skips between story cutscenes and interactive cases are jarring; I felt like I missed a whole series of events between one and the other. Despite Little Problems requiring the literal gathering of plot-relevant context clues, some scenarios lacked context. I wanted more backstory into the setting and characters, smoother storytelling, and deeper motivation for why Mary does what she does.

For a game predicated on a detective theme, Mary feels more like a victim of circumstance than the problem-solving detective of her peer group. Speaking of peer groups, Little Problems also feels like being a new kid awkwardly trying to say hi to an already tight-knit friend circle. It’s as if I was thrust into the middle of a series where the characters and all their dynamics are already well established.

Everyone has problems in Little Problems.
Looks like Murphy’s Law hit everyone today.

Little Problems is a graphic adventure with similar gameplay to The Case of the Golden Idol,where searching environments for clues/clue words and using deductive reasoning solves puzzles more than inventory manipulation. There is no need to turn a pool floatie, clamp, and clothesline into a fishing apparatus (as in The Longest Journey). Keywords are just as important as visual clues and items, so it is a good idea to hunt for those as well as traditional graphic adventure hotspots. Putting the right words together to solve cases is just as challenging and satisfying as putting the right items together in more traditional graphic adventures.

Puzzles increase in difficulty as Little Problems progresses; the latter half has some doozies. Puzzles are generally fun, if occasionally repetitive, but a few fall into the common traps of requiring pinpoint pixel hunting and/or large leaps of logic. There were even a couple where I brute-forced solutions using trial and error, hoping something would work out. Cases do not require 100% completion to advance the story, but 100%ing cases and discovering secrets unlocks additional goodies and achievements.

Little Problems utilizes basic point-and-click controls: point and click on a hotspot to find clues. Then, point and click on parts of those clues to uncover more information. Once all the information is in the inventory, the puzzle case can be solved. Control is natural and intuitive, except for needing to hold down the right mouse button and drag the mouse to scroll up and down in the main menu. I instinctively kept going for the mouse wheel until I saw the icon reminding me to use the right mouse button to drag. I also would have liked an option to speed up text during cutscenes.

Solving lots of problems in Little Problems.
Little problems have a tendency to add up, creating complicated circumstances.

Bright, whimsical music complements the bright, whimsical visuals. The cutscenes and puzzle screens feel like a manga with painterly coloring. Character designs are appealing, but the animals (like Mary’s golden retriever, Ben) steal the show. Pity I could not pet Ben and all the other dogs and cats. The music adds atmosphere to each scene, and the compositions are nice to listen to without being obtrusive. In a game like Little Problems, I must be able to hear myself think, and the music never gets in the way of that.   

Slice-of-life games like Little Problems remind us that life’s little mysteries are story-worthy. I liked the brief snapshots of Little Problems’ setting and the characters in it. I just wish Little Problems were a longer game with a more cohesive storyline, a smoother narrative, deeper character development, less repetitive puzzles, and a stronger detective theme. McGurk, this is not. Hopefully, DLC or a sequel will expand on what Little Problems started.

  • Graphics: 72
  • Sound: 72
  • Gameplay: 65
  • Control: 70
  • Story: 65
69
Overall Score
(not an average)

About our grading scale

Review by · October 15, 2025 · 12:00 pm

Towa and the Guardians of the Sacred Tree feels as if playing an anime town builder with Hades-like combat on the side. While enjoying aesthetics, humor, and story beats similar to slice-of-life anime in parts, I find it difficult to know exactly where TGST’s central voice lands. That said, games don’t necessarily need a single gameplay mechanic, as we see with titles like Darkest Dungeon. At the same time, I’m not always sure what the core experience is supposed to be—or which I enjoy more.

TGST follows Towa and her guardians as they attempt to drive off a blight devastating their land. With little mana—the life force—left, civilization may be doomed. Worry not! This quirky entourage has the drive and extremely restrictive abilities to thwart the Magaori.

While that is the central plot, the way the town Towa and friends protect changes as Towa time leaps whenever her friends defeat Magatsu (boss Magaori) is even more compelling. It’s not a new concept, yet we get to witness townspeople grow old, have kids, people move in, people leave, die, and struggle to make their dreams a reality. Life happens, and this part of the storytelling has some genuinely emotional moments. Still, expect some silly anime-style humor and one-note characters with an intense interest often defining their entire personality.

Combat with painted red lines and a large frog enemy at 2/3 health in Towa and the Guardians of the Sacred Tree
Frogs and blight are basically synonymous in games.

Criticisms aside, the town is charming. I enjoyed seeing its expansion as I added buildings for customization and combat effects, watching stories unfold between and within characters, and taking in the beautiful artistry and detail of the mountain village. Strangely, the ever-encroaching Magaori threat doesn’t come up often in town and clearly spans generations. In this way, I never felt that the combat side of the game meshed well with the quasi-lifesim I witnessed in town because the threat never felt real, as if I was playing two different games.

As suggested, we customize the town by using one of several resources accrued on runs. The facelifts, while real, are subtle—not necessarily poor delivery, but don’t expect punchy changes. Those who enjoy seeing numbers go up and having a sense of progression may enjoy this aspect, but I always felt I was trying to keep my head above water as I maintained my strength and survivability against an ever-increasingly difficult foe. Improvements are safe in that they increase health by 10%, offer the opportunity to craft better swords, and sometimes add options for equippable spells on companions. Don’t expect a vast array of customization or fascinating skill trees to pore over.

Combat is styled as an isometric RPG; players dodge between enemy attacks forecasted with red lines or bars on the ground, and then counter with slashes determined by the character leading. Lead characters have two swords and their own style of attack; some blast enemies from afar, others dive in with spinning attacks, and most do standard slash attacks while standing in place. The twist, I suppose, is that players have a companion by their side that kinda follows them around and does one of two spells when the cooldown resets. Spells range from fireballs to spinning electrical barriers or a delayed smash attack. Enemy patterns aren’t anything to fawn over, either, as enemies offer ample opportunity to dodge ranged or melee attacks.

Towa and the Guardians of the Sacred Tree Screenshot featuring a desert landscape and characters performing spin attacks.
Can we please have some lore about the person who sailed that boat here? Was it the frog?

The most Hades-like element here is passive buffing by picking up different symbols. Unfortunately, the creativity remains lacking, as most offer passive number increases with little gameplay change. Backstabs may stun enemies now, have a higher chance to crit, or make enemies more susceptible to damage for a while. The same bonuses are available for spells and each sword stance. Similar buffs exist, but nothing that will excite players or change strategies meaningfully.

That said, TGST is addicting—for a short while. After about twenty hours, I lost interest in routine hacking and slashing. Without enemies that evolve tactically, gameplay changes, or surprises in general, TGST can feel repetitive after a while, depending on player tolerance. Aside from the passive buffs, players may pick up one of several different ores to use in town to construct buildings, smith better swords, equip passive buffs, etc. These upgrades top out fairly early, as if the developers ran out of steam. Simultaneously, TGST drags on too long and doesn’t end when it should. I get the sense that big ideas became too difficult to implement as the game got away from them, with many incompletely executed ideas.

Clearly, though, a great deal of effort went into the time-leaping aspect of the storytelling, as well as Towa and her friends’ interactions. Because players go into dungeons with two characters of their choosing, I was surprised to witness so much voice acting and unique dialogue, largely dependent on the one-note personalities of the characters. The flow of dialogue is, again, highly anime in that the two will sit beside a bonfire after fighting a boss and have a serious chat about a problem one has, while the other provides healthy perspective. Then one of them says something completely outrageous for humor’s sake, and the conversation ends. I was surprised how often the writers followed this formula, but I didn’t completely mind it. If I’m being honest, it’s because the voice acting and writing are decent.

Characters discussing goals. Goals that include ending the village's worries in a very final-sounding way.
That’s not how psychotherapy works.

TGST’s music largely falls into the background, though boss fight music complements the intensity of the clash well. Each voice actor does a commendable job reading from the significant script, and they never appear to fatigue, remaining consistent in quality throughout. The game’s aesthetic appears hand-drawn with no animation as characters speak, but the sketch-like quality is easy to appreciate. Watching the evolution of the town from beginning to end remains enjoyable, with the intricate detail suggesting significant care and effort in crafting the environment. If I’m being critical, though, nothing stands out as particularly awe-striking; rather, TGST maintains a practical, calming charm.

Towa and the Guardians of the Sacred Tree has some big ideas that never feel fully fleshed out. This game screams “potential,” but the only aspect that really sticks the landing is the town and inhabitants changing as time moves on. I enjoyed witnessing growth, stagnation, and death. The writers have poignant stories to tell and that is TGST’s best quality. Unfortunately, a commendable combat design that runs out of ideas and creativity quickly languishes the entire experience as I, unfortunately, was eager for the developers to wrap things up.

  • Graphics: 75
  • Sound: 75
  • Gameplay: 65
  • Control: 90
  • Story: 70
68
Overall Score
(not an average)

About our grading scale

Review by · October 10, 2025 · 12:00 pm

I’m something of a newcomer to Fire Emblem, having heard of Nintendo’s flagship SRPG series but only discovering its tactical intricacies for myself with Fire Emblem Awakening on the Nintendo 3DS. Since then, I’ve been enamored with the franchise’s more recent titles, but hesitant to try out its earlier iterations. Yet I remained steadfastly curious all the same. Finally, I decided to put a recently acquired Nintendo Switch Online Expansion Pass through its paces with a playthrough of the Game Boy Advance title Fire Emblem: The Sacred Stones. Upon doing so, I found a surprisingly robust SRPG experience with a moderate degree of replayability that leans towards being newcomer-friendly. The Sacred Stones seems to be a divisive title due to its potential ease depending on your playstyle. Still, it can also potentially serve as a stepping stone for us latecomer FE fans who are curious about earlier entries in the series.

Fire Emblem: The Sacred Stones takes place in a fantasy realm where various kingdoms live together in relative peace after sealing away an evil Demon King through the power of the fabled Sacred Stones many years prior. This harmonious existence abruptly ends when the hostile empire of Grado invades the neighboring kingdom of Renais. Ephraim and Eirika, Renais’ twin prince and princess, must reach out to their allied kingdoms in the hope of one day reclaiming their homeland, Renais, and to prevent Grado’s nefarious plans of destroying the land’s Sacred Stones. Can the twins and their companions succeed with the odds stacked against them, all while a dear childhood friend leads the very empire they need to defeat?

Eirika travels by map in Fire Emblem: The Sacred Stones.
Travel by map!

There isn’t much else to say about the plot of Fire Emblem: The Sacred Stones—if you’ve played a lot of fantasy JRPGs or watched/read a lot of fantasy anime and manga series, you’ll discover familiar story beats and tropes. While not the most original fantasy tale, the story isn’t bad by any means, as it carries the game’s momentum and serves as the driving force for the battles you face. I’d argue The Sacred Stones has a better overall narrative to it than even some of the later FE games. The plot’s standout factor is easily the colorful and interesting characters that make up the units in your army. Eirika and Ephraim are likable, heroic figures to rally behind, with distinct personalities. At the same time, allied princess L’Arachel is an exuberant character who steals every scene she’s in without feeling too overbearing, and characters like Grado’s Knoll and Cormag showcase unique perspectives on the narrative conflict. I greatly enjoyed figuring out how to recruit everyone I could, given how detailed their backstories and personalities are. There were a few typos and grammatical errors at times regarding the script’s localization, but nothing too horrendous that it took away from the plot.

But let’s get to gameplay, shall we? After all, at the heart of every good FE game is a solid SRPG that should have you planning your tactics in each round of battle carefully if you want not only to succeed but also survive. Fire Emblem: The Sacred Stones provides well-thought-out battle maps and offers polished strategic turn-based combat, but there’s a caveat that could make the game seem too easy for some FE fans. 

Namely, two ruins open up in-game on the world map. These ruins supply you with optional battle maps you can return to as often as you like throughout a playthrough, and you can even get into random battles in some locales on the map, too. These provide you with easy means to level up units outside of regular use in story battles, beefing up their stats to ensure higher survivability in the regular story fights. Now, you always have the option not to grind if you want more of a challenge playing through the main story, since these battles aren’t mandatory. I only really fought in them myself because I wanted to have all of my character units reach an A Support (with that pesky completionist side of me rearing its ugly head again). Still, even that little bit of level-grinding was enough to get my units unintentionally overpowered for the final fight.

Eirika and her army prepares for battle in Fire Emblem: The Sacred Stones.
To battle!

In battles, you move your units across a gridded map while the AI does the same for enemy units. When opposing units come into contact or within range with one another, a “fight” plays out should one side choose to attack. Depending on weapon type and range, damage can be taken by one side or both. Arrows and magic can often strike some distance away, while melee weapons like swords or axes usually have to be in close contact. A weapon trinity and a magic trinity exist around the various types of weaponry and spells at your disposal, too. Certain weapon types, for instance, hit harder against one type while being weaker to another in a muted sort of rock-paper-scissors fashion. Hence, players need to keep in mind the best weapons to attack a particularly equipped enemy with. Flying units can cover more terrain when they move, but are also more vulnerable to archers and projectiles, so having them move too far ahead and get surrounded isn’t very sound tactically. Likewise, offensive magic users can strike from farther away and are especially potent against heavily armored units, but are inherently squishy when it comes to being on the wrong end of a sharp weapon. Healers are a boon on the battlefield, but need careful positioning for defense purposes. Because permadeath is a possibility, especially in the earlier stages and if you opt not to participate in level-grinding, you have to carefully consider where to best place units if you want them to survive a fight.

Resource management also plays a significant factor in battles, as your funds are limited, and most items, including weapons and those used for healing, have a finite number of uses. Cheaper but often less powerful weapons have more uses in combat, but aren’t as potent. You also have to raise a unit’s weapon rank for them to use the more powerful gear for their job class. Trying to use the optional leveling battle maps to keep all your characters evenly matched can be a resource drain, especially since the most potent and high-ranking weaponry at your disposal has limited usage. Take the unique unit Myrrh, for example. Her only weapon is the finite Dragonstone, and she can’t change job classes once the Dragonstone depletes. I kept her in the party until she reached an A Support, then put her in reserves to conserve her weapon usage until the final boss battles. I didn’t equip any of the “sacred twin” relic weapons onto characters until that point either, as I didn’t want to waste their uses on small fry. Ironically, it only took an attack from Myrrh and three strikes of the relic weapons to take down the two forms of the final boss, but I think that just proves how overpowered you can make your units. There’s also a limited number of items to raise character job classes to their more advanced versions, so you have to carefully pick and choose who to devote those resources to. Poor Tana remained a Level 20 Pegasus Knight for my entire story run because I found it more beneficial to use the aerial unit advancement seals on two other characters at the time. All of these factors need careful consideration, adding to the game’s strategy component.

Range plays an important factor during battle in Fire Emblem: The Sacred Stones.
Positioning units is key to victory.

Similar to resource management, the support feature in later FE games is also a bit different here. Each unit only has an allotment of five support points, so you can only raise a unit’s support level to their highest of A with just one character from their limited list of choices. Doing so not only presents you with interesting insights into the characters in question, thanks to the dialogues that unlock, but also grants stat bonuses to each character when they stand adjacent to one another on a battlefield that increase with every support level earned. It’s a helpful feature that can alter character endings somewhat and can also factor into strategic considerations. However, I did find it odd that support conversations take up a character’s turn on a battle map.

Fire Emblem: The Sacred Stones has colorful, eye-catching pixel graphics. Playing the game on the Nintendo Switch Online feature allows you to choose between a larger screen ratio or a smaller screen to capture better the more “classic” feel of a smaller GBA screen. I played the game on a docked console, so I preferred the look of the smaller screen myself, though I could imagine the larger screen ratio might look better on a Switch in handheld mode. Music-wise, I enjoyed the soundtrack and felt it fit the game’s ambiance rather well. I also like that you can listen to unlocked music tracks in the Extra game menu.

Forde and Kyle engage in a support conversation in Fire Emblem: The Sacred Stones.
That’s a pretty good meta-comment on support convos in this game!

After playing through the game once, you unlock further extras, the most prolific of which is undoubtedly Creature Campaign, as it lets you revisit the game map once more after seeing the epilogue to play through various battles and earn lucrative awards. I’m pretty impressed by the replayability of The Sacred Stones, not only thanks to its post-game content but also simply because of the possible permutations to the script that can happen depending on who lives, dies, or is even recruited to begin with, or who you have develop support bonds, or whether you chose to play as Eirika or Ephraim at certain branching points in the game. You can spend time just experimenting with things throughout a playthrough, which is even further encouraged while playing using Nintendo Switch Online because you can create separate suspend data save points at the beginning or middle of fights, allowing you to dive right back into the game instead of having to restart a chapter should you need to leave suddenly.

Fire Emblem: The Sacred Stones is an interesting FE game in that I can see why, out of earlier entries in the series, it is divisive. On one hand, you can very much make the argument that it can become too easy depending on how you play it. On the other hand, that selfsame “easiness” might make it a less intimidating starting point for curious newcomers to the older FE titles, easing them into the gameplay mechanics so that they feasibly branch out into other FE games. From that stance, I don’t think The Sacred Stones is a bad game. It’s an entertaining SRPG in its own right, one that I can safely say I enjoyed playing and that’s made me want to try my hand at more FE games down the road. In that regard, I’d say I successfully met my battle objective for playing Fire Emblem: The Sacred Stones.

  • Graphics: 89
  • Sound: 85
  • Gameplay: 83
  • Control: 83
  • Story: 82
84
Overall Score
(not an average)

About our grading scale