Review by · August 2, 2025 · 12:00 pm

On the Nintendo 64, a mighty system nonetheless nearly bereft of RPGs, there stands one that strives to be as sweeping, sprawling, and important as any of its greatest peers on PlayStation and Saturn. Without the seemingly unlimited capacity offered by the CD-ROM format, how could a game fulfill ambitions such as these? Without voice acting, Red Book audio, or opulent CGI cutscenes, how could a game on a cartridge properly convey similar grandeur? Ogre Battle 64: Person of Lordly Caliber seemingly has everything stacked against it in these regards and more. Aside from having to fit on a measly 320 megabit Nintendo 64 cartridge, it is the sequel to renowned SNES real-time tactical RPG Ogre Battle: March of the Black Queen, directed and designed by none other than the luminary Yasumi Matsuno, who did not return to direct Person of Lordly Caliber. Thus disadvantaged, how could Person of Lordly Caliber live up to its predecessor, let alone the compact disc-fueled contemporary appetite for production value in role-playing games?

Apparently, these disadvantages were understood, as the plot for Person of Lordly Caliber picks its battles, so to speak. It delivers its narrative in the game engine rather than hefty FMV cutscenes, and it relies purely on text, not voice acting. Thankfully, this text is succinct and does not bog down the story, which focuses primarily on class politics and power dynamics. It thus attempts a plot that is more grounded, mostly avoiding world-saving goals or grandiose supernatural threats. The extent to which the supernatural is involved in this plot mostly has to do with battlefield tactics (especially in a fascinating arc with a general who is disgraced after summoning monsters to fight alongside his forces, only to immediately lose control of them upon which they attacked his soldiers), or as a stand-in for seduction and manipulation of officials of the state. It’s a refreshing story in an environment of games whose tales tend to crescendo with a godlike monster conducting a cosmic siege on the universe and time itself. Those climaxes are fun enough, but Ogre Battle 64 strives to allow the player to relate to its tale on a more familiar level.

A white-haired character talks with his back turned to a woman in a green dress, set in a fancy garden.
Dude, you’re so right.

Person of Lordly Caliber takes place in Palatinus, a mineral-rich mining footstool for the Holy Lodis Empire. Naturally, the theme of class conflict flourishes in this type of setting. The citizens are downtrodden, the miners are abused, and the economic mismanagement of the occupying state has left the people adrift. Frustrations boil over, allowing a rebellion to sprout among the laborers. Magnus, a recent graduate of the Ischka Military Academy finds himself defending the interests of the Holy Lodis Empire against the evil rebels. I think you can guess where it goes from there. Despite its twists being somewhat telegraphed (Magnus and his crew soon join the rebels, of course), the plot surprises with its topics how it deals with them. Also surprising is how it sensitively handles matters of corruption, realpolitik, and revolt theory, particularly how messy coalitions can get when disagreements in methods or degrees arise.

One of my favorite sequences involves a heated debate between an experienced officer and the intellectual revolutionary leader about how best to liberate and recruit an ethnic minority group who were enslaved and pressed into service to fight the rebels. It’s a very sensitive topic that the game handles with startling deftness, and the respect the two men have for each other amid their disagreement is effectively communicated. That’s not to say it’s perfect. This very same sequence represents a big missed opportunity in light of revelations later on. Still, Ogre Battle 64 succeeds more often than it fails in its writing and story. It even intertwines the story with gameplay beautifully. Occasionally, the way you play the game can have an impact beyond the battle, as with one scenario in which you can achieve victory in an unexpected way that nevertheless will make sense to many players.

So what about the gameplay aside from how it affects the story? Ogre Battle 64‘s unique battle system, like that of its predecessor, twists typical elements of real-time strategy games. You order units around a map to engage enemies and occupy towns and forts. These units are made up of various characters embodying different soldier classes. You can arrange each unit’s characters in a 3×3 grid, and, naturally, different character classes perform differently depending on their placement in the grid. Frontline types are more effective in the front, support types more effective in the back, and more advanced classes can be useful in different positions in the formation, offering different actions or effects depending on said position.

A player party fights an enemy team of a knight, wizard, and two-headed dog on a dirt road.
Battle formations matter a lot.

When opposing units meet, a short battle sequence plays out automatically, though the player can issue one of a few broad orders during the battle. These are fast-paced and dynamic battles in which evasion, block, and critical hit rates are higher than in other, similar RPGs, so the outcomes can be less predictable. After each character performs their allotted number of actions, the battle ends. The side who wins is the one who dealt the most damage. Even if the losing unit doesn’t lose any soldiers, they are pushed back on the map, ceding to their assailants and allowing the victorious team to gain precious ground or occupy the town that was being defended.

The real-time nature of the encounters, combined with the dynamic way units get pushed around, often leads to very dynamic situations. For the most part, this game is not difficult, but I have been careless with a unit before, allowing it to get surrounded and essentially ping-ponged around, suffering clashes in which my back line was exposed and my frontline helpless. Improperly arrayed, you can get yourself into trouble if you’re not careful. Of course, you can set up the same predicament for your enemies as well.

Another of the many wrinkles and systems in Ogre Battle 64 is the alignment system. Each character is offered an alignment rating which is affected by certain factors including their conduct on the battlefield. A lawfully aligned unit chasing a leaderless and shaken unit down over and over until they slowly annihilate them will suffer a lowering of their alignment, attacking a stronger or highly chaotic unit will raise alignment, and so on. This introduces a fascinating push-and-pull between strengthening your characters through experience and managing their alignment, which not only can affect the ending you get but also the classes you have access to. Additionally, each settlement you can occupy in Ogre Battle 64 has its own alignment rating. Capturing the town or fort with a similarly-aligned unit will lead to a “liberation” instead of a “capture.” 

It’s appreciable how moral values are not always assigned to these alignment ratings. Chaotic doesn’t have to mean “evil,” and lawful doesn’t have to mean “good.” For the most part, occupying settlements with similarly aligned units is one of the factors that leads to a positive ending, not the alignments of the player units themselves. It is a rough yet effective simulation of a hearts-and-minds campaign that takes place during a revolution and is a slight yet thoughtful nod to the diversity that exists in a nation and the pains a movement must take to create an effective coalition of varying desires and peoples for the ultimate greater good. Unless, of course, you capture towns with misaligned units and choose to go the “revolutionary dictator” route.

A blonde-haired man debates another man on ideals in a shadowy castle room.
Discussing approaches.

In this, we see a foundational way that the moment-to-moment decisions a player makes during normal gameplay can affect the overall story. Ogre Battle 64 still displays one of the most elegant systems seen to date for this manner of dynamic story. The ending’s alignment-based variability, paired with the more choose-your-own-adventure moments that happen a few times during the story, makes this plot not only grounded, relatable, and relatively intelligent, but also reactive to the player in impressive ways.

When playing Person of Lordly Caliber, the graphics and music don’t spring to mind as anything particularly noteworthy. It’s attractive enough, with the pre-rendered sprites that are distinctive and colorful against the handsome environments in the background. The real-time strategy maps are very basic-looking, but clearly communicate the terrain you operate on. The music is good in that way where you wouldn’t really notice it while playing, but it sets the mood and fills in the gaps between the person sitting in front of the TV and the story playing out on it.

Across the internet, you can find people who state that Ogre Battle 64: Person of Lordly Caliber was their introduction to explicitly political themes in video games, or even to class politics in general. Considering the limitations of the Nintendo 64, the fact that it could make any sort of impact concerning such topics is an accomplishment. Long celebrated as a good RPG on a system with scant few, Ogre Battle 64, in uniqueness and depth of gameplay as well as the groundedness and riveting quality of the story, stands as one of the pinnacles of the genre across its entire console generation. Despite its age, it is a fun, deep, and thought-provoking work.

  • Graphics: 70
  • Sound: 70
  • Gameplay: 90
  • Control: 85
  • Story: 95
90
Overall Score
(not an average)

About our grading scale

Review by · August 1, 2025 · 8:00 am

Like greasy rain running down the window of a mega-city ‘scraper, caught in the illuminated neon hues of blocks-wide advertisement billboards, Neon Hearts City settles comfortably into a cyberpunk setting inspired by Dick, Pondsmith, and Gibson, with a healthy dose of LucasArts point-and-click adventures for good measure. The story is short, and the puzzles won’t test your intelligence (or patience) greatly, but the earnest sense of setting and evocative soundtrack do enough to tempt you into this futureworld mystery and see it through to its conclusion.

Neon Hearts City‘s set-up begins with a missing person case, with Elijah Crow (PI) taking the job to locate a young woman. This being a cyberpunk dystopia, Elijah soon discovers deeper connections between his missing person and the local android underground, the Ravens, as well as her involvement in the wider government’s monitoring of its citizens’ thoughts. Throughout the plot, the narrative roots itself in just about every cyberpunk and noir trope imaginable. Downbeat detective? Standoffish femme in distress? Dinky ramen hole-in-the wall? It’s exactly what you’d imagine it to be.

As the initial missing persons case develops, the story never veers too far from its personal focus and doesn’t explore the deeper concerns of Neon Hearts City. There are a few teasers of something greater lurking behind the setting: passing references to a Dark War, the existence of cyborg Chimeras, as well as a notorious prison housed in a giant, static airliner high above the city. But these glimpses are only that; nothing is expanded on, and the story only fleetingly mentions them. It would have been a real treat to explore Roark, this floating penitentiary, or actually set foot inside the high-security laboratories of Berwyn Tower, rather than just spend a single scene on its docks.

Hitting the noodle joint with Elijah about to explore hotspots.
The game is awash in familiar cyberpunk tropes. How many can you spot?!

Like the best noir, Elijah is prone to poetic narration of the world through the lens of his despondent personal life, and this is done often enough on entry to a new location to become a key calling card of the themes of the game. These moments are not badly written, but further script development, or at least another few editing passes, would have trimmed some of the more egregious melodrama. The story also suffers from running out of steam towards the end, where it struggles to provide a decent payoff to the themes set up throughout the story.

Nevertheless, the tale is scripted earnestly, and the addition of full voice-over in Neon Hearts City is a welcome surprise in a genre not usually known for it. The performances are solid, and Elijah is imbued with enough charming cynicism to make him an engaging narrator throughout, whilst the other actors play their parts with a similar earnestness. It’s an impressive commitment for a game of this scope, and continues to reinforce Cosmic Void’s approach to their latest games.

Graphically, the pixel artwork uses bright, contrasting colors and simplifies the number of pixels on each object. Assets are large, with individual scenes containing maybe a half-dozen hotspots. It does have the effect of each scene becoming even more of a superficial milieu than usual in this genre. Each location, whether it be the shore, the comic book shop, or the fish market, can be understood in moments, with key details and objects bleedingly obvious against the simplistic backdrops. There’s no need or reason to pixel-hunt here, and there aren’t any intrinsic little details or effects contained in the scenes to add to the world or lore.

Elijah explores the roof of a large high-rise looking for clues.
Hmm, I wonder which objects I can interact with here?

In every scene, the music vibes beautifully with the neon, dystopian backdrops. There’s little to raise a pulse or pound a retro rave into the skull, but there’s a bevy of slow synthwave progressions and electronic percussion sets to listen out for. Any one of them brings to mind some of the themes and feelings from seminal futurist soundtracks, even if they’re ultimately simple and short. There’s a respectable variety too, and credit to the developer, again, for committing to this level of detail.

Elijah moves around Neon Hearts City by selecting a destination from a cellphone icon, and additional locations become available as the plot progresses. The player controls interactions in the world through identifying hotspots in each scene. Unlike more frustrating examples, hotspots can be highlighted and cannot be missed. From these, Elijah will make observations about the world, or find an object or action he can take. These items are kept in his backpack inventory and can be selected (and combined) to try to interact with other hotspots or create new tools. The plot tries hard to set up a cohesive adventure and leave breadcrumbs in a logical manner. Yet some successes come from quite nonsensical combinations, or very nuanced environmental clues, where clicking frantically at hotspots or combining random items is the order of the day. To be fair, this is an issue known to most adventure games at some point, but Neon Heart City’s short length exacerbates the impact of some of the more confounding examples.

Cosmic Void mixes up the point-and-clicking with the addition of a few more varied puzzles. Some are simple riddles, requiring some basic wordplay or description, whilst a couple involve a graphical overlay for connecting circuits or for sliding panels over different areas in a marked grid. They add a little variety, but given how straightforward they are to complete, it feels more like a quick diversion from the story to add a little extra length and player agency. And it must be stressed Neon Hearts City firmly opts for narrative over player involvement.

Players can open the backpack inventory to select different objects and use them to interact with the world to solve puzzles.
When stuck, combine away and see what happens!

On the one hand, it’s hard to know whether Neon Hearts City is a genuine attempt to carve the developer’s voice onto themes of personal identity and memory, or whether elements of the plot and game systems are designed to be more of a celebration: a nod to the ubiquity of cyberpunk and the questions it asks of humanity. Certainly, it’s not an original tale, either in plot or systems, and it sometimes seems to deliberately home in on every possible trope it can throughout its 2-3 hour duration.

Neon Hearts City is a tightly-designed adventure noir, with well-written dialogue and surprisingly heartfelt voice-overs. However, it struggles to make its voice heard in the vast continuum of cyberpunk futurism, and its systems are too familiar and simple to add any unique complexity to offset this. For those with a love of the subgenre, the honest graphics, thoughtful soundtrack, and nostalgic plot will grant a few sweet hours in a different reality. In the end, although all these moments will be lost in time, like tears in rain, it might be worth a visit to the City. Just remember to bring your raincoat, ramen noodles, and a healthy dash of cynicism.

  • Graphics: 78
  • Sound: 85
  • Gameplay: 70
  • Control: 75
  • Story: 75
75
Overall Score
(not an average)

About our grading scale

Review by · July 29, 2025 · 3:00 pm

In many respects, otome visual novel Despera Drops is a tale of two VN subgenres. The first is more of a high-stakes mystery involving over-the-top heists and getaways, and the second is straight-up romance. It is within the intermingling of these two narrative presentations that the game falters, which is a shame, given that it has strong merits nonetheless.

Our tale begins in Europe during the summer of 2028, when a Japanese student studying abroad named Mika Amamine is falsely accused of murder and loaded onto a transport with six criminals whose crimes range from hacking to thievery to con-artistry to assault. Things get even more chaotic when a mysterious attack occurs and all seven become wanted fugitives from the law. With tensions amongst the vastly different group members always close to boiling over and constant arguments about how to proceed with their new lives on the run, can they ever hope to work together as a team to figure out why they were all brought together? And can Mika manage to clear her name despite muddying her morality while on the run?

The premise behind Despera Drops is pretty interesting, and I give the game credit for pulling you into Mika’s plight from the beginning, though there are some caveats regarding its storytelling presentation. The common route, the game’s main course, is quite lengthy and robust. That isn’t necessarily a bad thing, as the common route helps establish the seven main characters fairly well before the otome element is even realized, so you gain understanding and development for all the characters over its course. However, the common route’s meaty length makes the individual character routes, when they finally solidify, feel rushed and altogether too short by comparison. Further enforcing this sentiment, the common route introduces fascinating mystery components and secondary characters who often become ignored plot holes in the individual character routes because the game is trying to rush to a conclusion. It’s a pity, given that there’s a compelling mystery at the game’s core. By dedicating so much earlier time to it, it becomes odd that you only see fractions of resolutions in the endings themselves.

The six fugitives that Mika encounters in Despera Drops.
Sally has a whole lot of energy and enthusiasm even under the bleak circumstances the group finds itself in.

While I do enjoy the character writing and the cast’s eventual development overall, as even secondary characters such as hard-hitting journalist Rebecca Rosso or the two Europol agents in hot pursuit of Mika’s group are great characters, I question some of the romance angles for the main cast. Of the six potential love interests, I only liked the romantic stories of former police officer Gib and the brusque yet awkward Ash. Con artist Hamiel would’ve been a great secondary character, but his constant hating on Mika solely for being Japanese was off-putting even when the story explained his reasoning. His character development helps him overcome this hurdle, but it is a case of being too little, too late for his eventual romance. “Earth Warrior of Love” Camu was just too much in terms of his overly exuberant mannerisms for my tastes.

Similarly, I enjoyed the insight we get into the pickpocket Ramie and hacker Sally. Still, I found neither of their romance stories as compelling as Gib’s or Ash’s, as the writing doesn’t focus enough on Ramie’s obvious psychological issues on his route. Sally’s is disappointing due to the ultimate direction choice made for the character. For an otome game, having only two of the six romance routes being “standouts” is a letdown.

Ash and Mika encounter a pushy guy in Despera Drops.
Believe it or not, Ash is actually trying to help Mika out of a tricky situation here…he’s just really, really awkward at it.

That isn’t to say there aren’t other VN aspects that Despera Drops does surprisingly well, so much so that I wish some gameplay implementations it features would become universal for visual novels in general. The story map chart is robust and nicely segmented to help you pinpoint the scenes you want to jump to for replay purposes. You can also “jump” directly to the next decision point during a repeat playthrough instead of fast-forwarding through text strings and dialogue beforehand. In addition, you can immediately access the happy ending epilogues for each route in the “extra content” section of the title menu. I also enjoyed the original take on the word/dictionary feature in which characters discuss the words to give that section a little pizazz. 

In most otome VNs, you simply advance through the text until you reach a decision point that might affect the story’s direction thereafter. While that’s largely true for Despera Drops, you also have interactive segments called Mission Mode, where Mika’s phone connects to various security video feeds, and she has to give directions to her fellow fugitives on how to best proceed through the area without getting caught. Answering correctly during a segment helps raise her crime level stat, giving you more time on the mission mode meter to make future decisions while the plan is underway. It’s a nice break from the usual VN gameplay loop, and once you play through the common route, you can skip mission mode segments without penalty should you want to hurry through for replay purposes.

Mission Mode is underway in Despera Drops.
Mission Mode is a rather engaging interactive break from the typical VN gameplay.

Visually, Despera Drops is a good-looking VN. I like the character designs and how the UI’s overall “edgy” look fits the story’s mystery crime angle. Still, I found some of the ways the character models moved around onscreen to indicate action and different distances could sometimes be distracting. There are moments when a character’s description is a specific way in the text, such as them wearing a disguise or being supposedly visibly injured, that doesn’t appear in the artwork used. Hence, noticeable discrepancies exist between what’s shown and what’s said. I also found it odd that Mika doesn’t have any character artwork outside of the beautiful CG illustrations, especially with the other noticeable efforts the game makes to have her character stand out.

I like that Mika has a voice actress if you opt for it, as that helps her feel more like an actual character in the plot than a self-insert stand-in. She comes across as a bit weak-willed and naive in the game’s early portions, but truly comes into her own as Despera Drops continues. Her voice actress, Mika Okamoto, sells her character development nicely. I also love the voice direction for the rest of the cast, and the “heist” and “getaway” music tracks, in particular, are very catchy, along with the opening! The English localization of the script is also nicely done, with no noticeable typos.

Despera Drops isn’t the best otome VN out there by any stretch of the imagination. Still, it has some memorable moments and excellent gameplay gimmicks to help separate it from the crowd. If you pick up the game with expectations tempered, you’ll find some enjoyment along the way. Despera Drops is a heist with mixed results, but even if just barely, there are overall more positives in its favor.

  • Graphics: 82
  • Sound: 80
  • Gameplay: 84
  • Control: 85
  • Story: 75
81
Overall Score
(not an average)

About our grading scale

Review by · July 29, 2025 · 8:00 am

I came to Edens Zero completely fresh-faced, only knowing the source manga from glimpses of Weekly Shōnen Jump covers at 7-Eleven. Starting the game, the vibrant, fantastical, and goofy sci-fi setting immediately appealed to my longing for lighthearted adventure and seemed a perfect counterbalance to the constant dourness science fiction often falls into. Then, the game gave me control of its protagonist. My stomach dropped. I was mashing repetitive three-hit combos against lifeless squid-armed enemies who stood vacantly waiting for their turn to be punched. The map was one huge, empty rectangular prism after the next. Within minutes, I had a premonition that this mundane sub-Dynasty Warriors 3 beat ‘em up was all there would be for the next twenty to forty hours. I was not wrong.

Most people would know the mangaka Hiro Mashima from his hugely successful series Fairy Tail (2006–2017) and its anime adaptation. Edens Zero, Mashima’s more recent sci-fi/fantasy manga, ran about half the length, with thirty-three volumes published between 2018 and 2024—never as popular as its fantasy older sister, but by no means a slump. This game covers eleven and a half of those thirty-three volumes, which is enough to introduce players to the eclectic, boneheaded, and buxom main cast of humans and androids and to take players through a series of planetary story arcs. Fair warning to players: if you’re new like me, you should close your eyes when, in the opening minutes, the game chooses to flash through snippets of the entirety of its plot, half-teasing and half-spoiling everything. I’m truly baffled by this directorial decision, but at the time, I thought the game was simply skipping over nonessential story beats, given how plain and half-baked the snippets looked. In retrospect, those half-baked portions would turn out to be the whole game.

The battleship Edens Zero flying through space, its dark exterior against a dark background dotted with distant stars.
Gee, I hope the interior of the battleship Edens Zero is not vast and empty!

The gist is that Shiki, the sole human boy raised by machines on the planet Granbell, is pushed out into the broader universe by his malfunctioning machine friends when Granbell receives its first human visitor in one hundred years. Rebecca, a young, bubbly “B-Cuber” (an intergalactic wannabe content creator), takes Shiki from his planet, and the two embark on a universe-spanning adventure to make friends, make content, and search for the wish-granting Mother of the cosmos. Its conceit and vibe are very similar to the original Dragon Ball, and longtime shōnen manga/anime fans may become exhausted by how readily Edens Zero plays into the ugliest and easiest tropes in forty-plus years, namely over-reliance on dirty humour at the female cast’s expense and lazy story beats. (An endless universe to explore, and they limit themselves to a fighting tournament? Sigh.) I was charmed by the earnest positivity of the story, though the random directions it took were illogical as often as they were spontaneous. After the game stretches out some monotonous early plot, there’s a sudden barrage of unexplained events near the end, mainly character introductions and transformations, that guts the goodwill earned by the solid penultimate arc.

From the hub of your battleship, the Edens Zero, you can take a preset party into the next of ten story chapters or pick a party of four and freely roam the huge world of Gran Blue. “Exploration Mode” involves collecting quests from the adventurer’s guild in the central city and using Shiki’s gravity-control Ether (read: Magic) powers to fly around a la Dragon Ball Z: Kakarot. Unlike the main story, which features completely flat and linear zones, Gran Blue has rolling hills and tons of verticality, though it suffers a loss in framerate as a result. It’s not like this game is a visual feast demanding the most from the PS5, either; the bright colours and smooth textures are serviceable but nothing we haven’t seen since Namco Bandai games on the PS3.  

Protagonist Shiki flies over a city, appearing to head toward a tall hub building.
Cha-la! Head Cha—oops, wrong anime.

Gran Blue has somewhere north of 250 quests to undertake, including beating up random monsters and baddies, delivering packages, taking photos of the world, and, uh, more beating up baddies. There’s a lot of that. Managing the quest log is a bit of a pain if you don’t want to travel back to a hub to turn them in after each battle. You also have to return to the Edens Zero if you want to change your party or upgrade your weapons and equipment. Most notably, the enemies in Gran Blue are tuned up to a very high level, meaning it may serve better to play straight through the twenty-hour story and collect all the playable characters. The problem is that half of each character’s skill trees are locked until after certain quests in Gran Blue.

Enemy levels may be high, but they are by no means difficult—aye, there’s the rub. Everything in this game has a huge health pool, yet mob enemies simply crowd around you and only occasionally wind up a telegraphed attack that can be interrupted with a single hit. You endlessly whittle down health bars of helpless enemies caught in your three-to-five hit combos. Should they manage they get a hit out in return? You also have a huge health pool, or you can easily walk or dodge away. I never once had to use a potion—not once!—and that was before I equipped vampire-attack items that sap enemy health. At one point, my wife (who hasn’t touched a game since Mario’s Super Picross) took the controller and, without knowing how to turn the camera, defeated a late-story boss encounter with full health. At least musou games let you blast through enemies quickly—this game was a mind-numbing test of my endurance in pressing square.

Shiki fights through a mob of robot enemies in uniform attire.
How kind of them to wait patiently for their beating.

Bosses in the game are also simplistic, usually with only two or three highly telegraphed and easily dodgeable moves. There are a handful of exceptions, particularly the last couple of boss encounters in Chapter 10, but even the string of bosses leading up to that were painfully dull and tanky. There is no difficulty selection, and even if there were, the last thing I want is more health to drain. Not to mention, there’s no indicator for quest or enemy levels until you begin battling them, so at one time, I fell into a grind of a boss battle that took me thirty minutes without taking a hit myself. Ugh.

The cast of seven playable characters over the story’s course (with more hidden in Gran Blue) is the one saving grace. All the Japanese voicework is lifted straight from the anime, with no English dub selectable. Lionhearted protagonist Shiki is a brawler who uses gravity-imbued finishers to draw enemies in. His naivete about the world outside his planet leads to some funny moments, and his passion for befriending even his archenemies is infectious. Rebecca dual-wields blasters and can occasionally switch to a third-person shooter to stun enemies. The pervy Professor Weisz, unstuck in time after fifty years of his planet’s history was eaten by a time-eating space dragon, fires an arsenal of guns recklessly around as if he’s comboing in Marvel vs. Capcom 3, though it’s frustrating fighting solo enemies with him. Homura, the stoic samurai girl, unlocks late in the story but became a favourite of mine, particularly with her story arc and ability to slash wider mobs and switch to focus on single targets. There are also the android sisters, including Witch, the resident sorceress; Sister, the dominatrix-nun; and Hermit, the cutesy hacker.

Homura in a defensive stance, blade in front of her.
Homura was a standout character with a great arc.

Some shōnen fans may disagree with me, but the overt sexualization in the game truly put me off. Even compared to the anime and manga, every single woman in Edens Zero is ridiculously proportioned and never stops jiggling while the camera lingers on them. There are around 700 pieces of armor to unlock, with jackets and pants and boots for the two male characters and increasingly skimpy outfits for the many female characters. Rather than being playful and *ahem* titillating, it felt gross and as if the developers were dangling giant boobs in my face to try and distract me from the awful gameplay and level design. Well, I’m not latching.

Musically, Edens Zero is fantastic. It features a grand and optimistic orchestral soundtrack that borrows from and expands on the anime score, and it does well to elevate the adventurous tone in ways reminiscent of the Dragon Quest series. The voice acting lifted from the anime is thoroughly solid, even if voiced conversations outside the main story rely on canned phrases played over the text boxes. You will likely get tired of the same shouted Japanese battle phrases repeating with each combo, though, and there’s not even subtitles for them (you ain’t missing much beyond “Take that!”). Strangely, there are moments when the sound levels are uneven, either drowning out some dialogue or, in the case of Rebecca’s ultimate attack, suddenly rising in volume. Once more, players can get the best this game has to offer from the anime.

Speaking of which, I did go and watch a few episodes of the anime after finishing the game, and I was immediately impressed by the quality of the animation and action choreography. It stumps me, then, why anyone interested in this universe would want to experience the exact same story truncated in key moments and needlessly bloated with boring battles in other moments. If you want boobs even more giant, and if you have a vendetta against your square button and your free time, then I’d heartily recommend Edens Zero. If you’ve played any anime action game since the PS2, then you should know there are many better options out there.

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

About our grading scale

Review by · July 25, 2025 · 12:00 pm

It’s been a decade since the original release of Xenoblade Chronicles X, and during that time, things have changed massively for Nintendo and developer Monolith Soft. Today, Nintendo is coming off the most successful console ever made, and Monolith Soft has established itself as its premier RPG developer. In 2015, Nintendo was floundering in the home console market as the Wii U failed to meet the lofty sales heights of its predecessor. Monolith Soft was fresh off the critical success and long, arduous journey to global release for their first flagship RPG produced under Nintendo ownership, Xenoblade Chronicles. Not content to rest on their laurels, studio head Tetsuya Takahashi and his team of RPG veterans set out to completely reinvent the series they had just established.

Xenoblade Chronicles X eschewed the linear, character-driven storytelling and science fantasy setting of Xenoblade Chronicles for a hard sci-fi open world setting that focuses heavily on gameplay mechanics and world exploration. X brought the most expansive, contiguous open world the team had ever created and introduced online multiplayer to the series, ramping up the sense of scale the original was so beloved for. The result was a diamond in the rough —a thoroughly unique experience compared to other open-world RPGs and unlike anything else on Nintendo platforms at the time, yet one that failed to course-correct the failed console and thus remained marooned on the Wii U.

This commercial failure left many Xenoblade series fans unable to experience the title that laid the technical groundwork for Monolith Soft’s later success. That injustice has finally been rectified, as Monolith Soft has returned to the black sheep title for the enjoyment of new fans gained over the decade. Xenoblade Chronicles X: Definitive Edition retains the original’s core identity and unique structure while polishing the rougher patches and seamlessly integrating new narrative content and gameplay elements that elevate the already fantastic original into a masterpiece.

Screenshot of New LA in Xenoblade Chronicles X: Definitive Edition
New Los Angeles is humanity’s last refuge on Mira.

Xenoblade Chronicles X: Definitive Edition begins in an era of turmoil and disaster. Earth is under attack from an unknown hostile alien force that seeks to destroy the planet. Humanity, forewarned of their impending doom, banded together to build a group of interplanetary arks to escape their fate. One of these arks, the White Whale, manages to break free of the alien blockade and escape into space. However, the alien pursuers track the ship down, forcing the ark to crash land on the hostile alien planet Mira. The human refugees quickly establish the city of New Los Angeles and venture into the untamed wilderness of Mira, hoping to make the land suitable for human life and establish defenses against the alien force hunting them.

In a major break from the other games in the series, you are a player-created avatar in Xenoblade Chronicles X: Definitive Edition. This is a necessary concession for the game’s online multiplayer features, and also serves an important narrative purpose as the main character and player are equally ignorant about the planet and humanity’s situation. Your character is awakened from a lifepod by Elma, a member of the BLADE organization tasked with protecting humanity and establishing a foothold on Mira. Elma is an experienced soldier and takes you under her wing, mentoring you as you rise in the ranks of BLADE and search for the Lifehold, the core unit for the White Whale that sustains all human life on the planet. This search eventually forces your avatar and the other members of BLADE to contend with dangerous indigenous lifeforms (indigens), other sentient Xenoform species marooned on the planet, and the hostile alien force that destroyed Earth, called the Ganglion.

Xenoblade Chronicles X‘s narrative is fundamentally a story of war, conquest, colonization, political upheaval, and social cooperation across vastly different societies. Each sentient alien species has its unique culture and customs, and humanity must learn to coexist to survive on Mira. From the cute and cuddly series mascot Nopon, to the technologically advanced and intellectual Manon, to the tribal and warlike Prone, each species has a complex background and relationship to the planet or the Ganglion, and much of the story and the game’s side content see your party navigating these societal differences and dealing with the inevitable conflict that arises in the face of the Ganglion threat.

While the main story focuses on the core narrative of survival and the fight against the Ganglion, the majority of the game’s world-building and thematic depth lies within the side missions. Chief among these are Affinity Missions that focus on a single character, usually a party member, and flesh out their backstory and motivations. Each character has multiple Affinity Missions spread across the game, with progress gated by your bonds with them. These bonds are developed through character interactions in the copious number of Normal Missions, with certain dialogue choices resulting in increased favor among the party members you bring along with you. This system ensures that your bonds with each character progress organically as you spend time with them, giving you an additional layer of agency and role-playing opportunity.

Elma looks out on all the upgrades coming to Xenoblade Chronicles X: Definitive Edition.
Elma is the main character who holds the narrative together, guiding you on your journey.

The aforementioned Normal Missions form the bulk of Xenoblade Chronicles X: Definitive Edition’s content; despite their basic foundation built on simple tasks such as gathering resources or defeating indigens, the framing of these tasks elevates them to something much more meaningful than simple fetch quests. Contained in these missions are stories of prejudice between traumatized humans reeling from the destruction of their home and these unfamiliar alien species, often with disastrous and heartbreaking consequences.

Others are tales of interspecies cooperation, camaraderie, and even love. During my 70+ hours with Xenoblade Chronicles X: Definitive Edition, I officiated an alien wedding, bore witness to a horrifying alien parasite taking over the bodies of unwitting humans ala The Thing, and thwarted disgruntled human attempts to decimate a friendly alien species through manipulative religious doctrine. Many of these storylines contain unique cutscenes and locations, and the sheer volume of high-quality storytelling is awe-inspiring, in what would be disposable checklist-ticking in a lesser open-world title. Takashi and his team estimated that they invested 3,000% more effort into the quest design and sidequest writing compared to the original Xenoblade Chronicles, and the result is one of the few RPGs where the side quests truly feel as impactful and lovingly crafted as the main scenario.

This commitment to meaningful side content meshes perfectly with Xenoblade Chronicles X’s mechanical pillars of combat and exploration. Although I’ve spent much of this review talking about the game’s narrative, the main focus of the game design is on combat and exploration mechanics in equal parts. Combat is real-time and governed by cool-down-based abilities and positioning, much like the original Xenoblade Chronicles. However, Xenoblade Chronicles X evolves this system by including a robust class system. You choose between three base classes, each with two tracks of advanced tiers. Each class has a specific weapon pair (these govern active combat abilities) and unique passive skills. You can mix and match these active abilities and passive skills between classes once mastered, and each party member has their unique variation of each class. The character-building and party composition choices are staggering, and many of the game’s most powerful enemies (known as Tyrants) require specific setups and builds to take down.

Further enhancing this party-building aspect is the Soul Voice System. Soul Voices are quick-time events triggered in battle by performing the right type of ability requested by an ally, and deliver beneficial effects such as buffs and healing. This opens up party composition as a dedicated healing character is no longer necessary, forcing you to pay close attention to your ability setups and those of your party members to ensure that everyone has the right loadout tuned to their accompanying Soul Voices. This also keeps battles active and engaging, since you must juggle activating abilities and staying in position in real time with fast-moving Soul Voice events to get the most out of combat.

This variety of choice and depth in character progression form a cohesive whole with the exploration gameplay, as nearly everything you do on Mira helps develop your characters. Discovering new points of interest rewards experience, unearthing supply caches and treasure spots generates battle points to unlock new skills; planting probes for the FrontierNav map continuously generates resources for developing new equipment. The moment-to-moment experience of exploring the world is excellent, not just because of the rewards, but because the core gameplay mechanics are sublime. Movement is fast and fluid on foot with a blistering running speed, massive jumping height, and the absence of fall damage that encourages you to scale every surface possible. The sense of control over your character on foot and in massive Skells is tight and responsive, aided by the improved stability offered in the Definitive Edition. Frequent performance drops plagued the game on Wii U, but on new hardware, the game runs at a consistent 30 FPS with very few drops even in the most demanding encounters.

You spend your initial hours of Xenoblade Chronicles X in this on-foot phase, where the vast scale of the world is incredibly imposing. Everything changes when you unlock Skells, the towering mecha that are the backbone of humanity’s defense. Skells can transform into vehicles that quickly race across Mira’s varied terrain and jump to lofty heights to access areas impassable on foot. Skells also bring a new variation to combat, allowing you to fight foes too strong to fight on foot. The third phase arrives when you unlock the flight module for Skells, opening up new sections of the map that are accessible only by air and eliminating much of the risk and travel time inherent to traveling along Mira’s inhospitable ground. The world design is superb with many secrets to find, logical enemy placements that fit the behavior of the various lifeforms on Mira, and topographical variety unmatched by any game before or since. Mira truly feels like a living, breathing world and is the high point of Monolith Soft’s immersive world design.

Screenshot of a Skell driving along the coastline in Xenoblade Chronicles X: Definitive Edition.
The world truly opens up when you get your first Skell!

Xenoblade Chronicles X: Definitive Edition brings numerous improvements to this core mechanical framework. While the small changes are too numerous to list here (Good Vibes Gaming has an excellent breakdown of all the changes), there are some significant additions and reworks of gameplay mechanics that I want to highlight. First is the biggest change to the combat system: the Quick Cooldown bar. Previously, combat encounters could be fairly lengthy as you waited for cooldown timers to finish to activate skills. This time, Monolith Soft added a Quick Cooldown bar that allows you to expend a portion of the bar to instantly refresh an ability on cooldown. This massively changes the pace of fights, particularly against weaker enemies. Now, instead of waiting for abilities to refresh during a fight that you will inevitably win, you can effectively spam your abilities to make quick work of weaker foes.

You can also be more responsive to party member Soul Voice callouts, as you almost always have access to fire off whatever particular type of skill they are asking for, instead of missing the window due to a long cooldown. However, this addition remains balanced, as the bar cannot be refilled during combat encounters, and using the Quick Cooldown to refresh an ability only grants you the first stage of that ability instead of significantly more powerful, fully-charged stage two abilities. In longer fights against tough foes or groups, careful management of the Quick Cooldown bar is necessary so you don’t run out of uses.

The biggest change to world exploration is the removal of BLADE levels. This was the primary gatekeeping system in the Wii U version. Even if you made it to a hard-to-reach resource spot or progressed far enough to access a new questline, oftentimes your BLADE level would be too low to interact with the node or accept the quest. Without that system of arbitrary and artificial barriers, exploration feels more rewarding and organic. Another fantastic addition is that planting probes for FrontierNav gives you significant rewards, providing additional incentive to fill out as much of the map as possible. These changes deliver a smoother gameplay experience and remain cohesive with the core tenets of Xenoblade Chronicles X’s game design ethos.

The most impactful addition to Xenoblade Chronicles X: Definitive Edition is the inclusion of new party members and an epilogue set after the conclusion of the main story. The new party members each bring something valuable to the table and are expertly woven into the context of the original story, such that I doubt any first-time player would even notice that they weren’t in the original game. Neilnail is a Qlurian cosmoarchaeologist who is on Mira to study its history, and her Affinity Missions provide much-needed insight into the origins & culture of her people and that of Mira. Leisel is an ace Skell pilot whose storyline revolves around corporate greed & subterfuge, and introduces a completely new model of Skell more powerful than many of the base game Skells.

Perhaps the most controversial aspect of the original release was the eclectic soundtrack. Composed by Hiroyuki Sawano, the score features tracks that encompass a wide variety of styles and genres, unlike the bombastic orchestral scores of the other Xenoblade titles. There are still epic, sweeping scores (my personal favorite being “Noctilum“), but the score does an excellent job of creating an alien, otherworldly atmosphere through tracks like “Manon” and “Wir fleigen.” Fan reception to many of the vocal-heavy tracks has always been mixed, but I love them (same for the crew of Rhythm Encounter Episode 156) and believe they fit the vibe of Xenoblade Chronicles X perfectly. For those who don’t like the vocal tracks, Xenoblade Chronicles X: Definitive Edition adds an instrumental version of Skell Flight Module theme “Don’t Worry,” which can be switched on at any time through the menu. There are a whole host of new tracks included for the epilogue that I won’t spoil here, but effortlessly fit into the audio tapestry of Mira’s beautiful alien world.

Xenoblade Chronicles X on Wii U was infamous for its unresolved narrative cliffhanger, and Xenoblade Chronicles X: Definitive Edition seeks to rectify this injustice through a lengthy, multipart epilogue. The result is mostly a success, as it answers many questions surrounding Elma’s origins and the nature of humanity’s technological development, and explores the motivations of the Ganglion. Unfortunately, many epilogue sequences are defined by overlong exposition dumps, as Monolith Soft attempted to fit an entire sequel’s worth of narrative outline into a 10–15 hour epilogue. The narrative shifts to a more metaphysical direction, connecting X directly with the other Xenoblade games (and even Xenosaga and Xenogears to a certain extent), and offers some interesting philosophical considerations on the nature of the human spirit. The original narrative touched on these ideas, but the epilogue explores them more deeply, simultaneously dropping some of the narrative threads present in the original game. It also leaves the door open for a potential follow-up, and I hope Monolith Soft takes the opportunity to expand on the excellent mechanical and thematic foundation they’ve built for a true sequel.

Xenoblade Chronicles X: Definitive Edition is the best iteration of Monolith Soft’s impressive open-world masterpiece. I’m so happy that the game is on a platform many people own, so they can finally experience the wondrous world of Mira for the first time, just as I did in 2015. Xenoblade Chronicles X is the most impressive execution of the open-world concept I’ve ever experienced, and the fact that it retains that lofty designation for me even after ten years and countless open-world RPGs is a testament to Monolith Soft’s monumental achievement in RPG game design.

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

About our grading scale

Review by · July 22, 2025 · 12:00 pm

My first experience with the series now known as Like a Dragon was Yakuza 4, back when it was still known by its localized name. Ever since, the series has held my attention with each new entry. Even the titles with weaknesses in gameplay or story still carry the series’ signature sense of humor and unimpeachable formula. So long as each entry provides new, hilarious side stories and minigames, I remain content.

That said, some games stand above others, and Yakuza 0 is not merely one of the best entries, but is responsible for much of its series notoriety outside of Japan. Its status as a standalone prequel is indispensable in that regard, and the phenomenal story and varied combat push it into the position of a genuine classic among fans.

Yakuza 0: Director’s Cut serves to put this now ten-year-old classic in front of fresh-faced Switch 2 owners with a few new features. 0 is a strong enough title not to need excessive revision, but the original game’s gradual decline in price makes it hard to justify a $50 entry fee for a largely identical iteration. And that’s taking the English dub, new cutscenes, and multiplayer mode into account. However, it’s still Yakuza 0, and Yakuza 0 is a truly excellent video game. If you’re such a diehard Nintendo fan that you haven’t touched any other console, this is a perfect introduction to the Dragon of Dojima and Mad Dog of Shimano.

Kazuma Kiryu strikes a pose, kneeling on the ground and pointing forward, at a brightly-lit disco club.
My recommendation to any new players: make a beeline for the disco as soon as you can.

Bucking the series trend of making each mainline title set in a contemporary time, Yakuza 0 is a period piece set during Japan’s economic bubble in 1988. Extravagance pervades the atmosphere, and by the end of the game, the average player will have earned more money here than in the rest of the series combined. Even the grunts you demolish for the whole game seem like they’re loaded, given how much money you can get from them. Appropriately, the game begins with low-level Kamurocho yakuza Kazuma Kiryu shaking a man down in an empty lot, only for that man to turn up dead in that same lot. Worse, his superiors in the Dojima Family are trying to acquire that land for an inconceivably lucrative real estate deal. Knowing that he didn’t kill the victim, Kiryu defects from the Family and attempts to track down the lot’s owner while fighting off the Dojima family’s vicious and unstable lieutenants.

Meanwhile, in Osaka’s Sotenbori district, Goro Majima, manager of the Cabaret Grand, is living a double life. His ritzy job is actually a punishment, having been assigned to a civilian position by his yakuza family after failing a hit. In order to rejoin them, he agrees to kill a mysterious target named Makoto Makimura, but backs out when he discovers she’s a blind woman. Now, with no choice but to protect her from the multiple factions gunning for her, Majima is forced to push his loyalty to its breaking point. And when his story finally interacts with Kiryu’s, they paint a surprisingly tender, human picture of two decent men who find themselves unable to shake the pull of organized crime. It even relates this theme to why society’s least fortunate often turn to crime to protect themselves.

Both tales contain no shortage of memorable, well-rounded characters, and their eventual culmination makes for one of the strongest narrative crests in gaming history. To top it off, the acting is spectacular, both in native Japanese and in the new English dub. Top-tier talent fills the cast; Andrew Kishino as Majima’s boss Sagawa, Kaiji Tang as Kiryu’s blood brother Nishiki, and all of the Dojima Lieutenants are just a few of the highlights. The only part that could even be considered a weak link is Yong Yea as Kiryu. Any English actor attempting to match the pitch-perfect delivery of Takaya Kuroda is fighting an uphill battle on a functionally vertical incline. Yea’s work as Kiryu in Like a Dragon: Infinite Wealth is by no means bad, but it sounds like a performance, like a man in his early thirties playing a man in his mid-fifties. Here, even though Kiryu is 20 and age isn’t as much of a factor, there’s still something missing. Maybe it’s that Kuroda makes Kiryu sound so world-weary even when he’s at Japan’s exact legal drinking age, but I’m hard-pressed to complain too much. If you’re not acclimated to the Japanese audio track, it’s easier not to notice.

Thankfully, our other hero has no such caveats. While Matt Mercer wasn’t my first choice for Majima when he took up the role in Yakuza: Like a Dragon, his rendition of the character in Director’s Cut is so good, I would not be surprised if he was cast with this game in mind. The way he weaves between Majima’s various moods of suave cabaret boss, somber thug, and furious Mad Dog is, like Yea’s performance, distinct from the Japanese audio track. But in this case, Mercer, even with his recognizable voice, completely disappears into the character. This is all bolstered by the absolutely phenomenal soundtrack, which swings between techno and contemporary rock stylings while still sounding right at home in the period setting.

Majima, dressed in a gaudy, shiny suit and orange headband, dances and sings to 24 Hour Cinderella during a karaoke cutscene.
Mercer is the only main actor who isn’t subbed out during the game’s legendary Karaoke sequences.

But a new dub isn’t all Director’s Cut adds to the narrative. It includes new cutscenes, though they’re quite sparse. There are only five, and they range in quality. At their best, they reinforce themes and character motivations, and at worst, they’re redundant and unnecessary. Some even add new, mildly jarring reveals, none of which I’m particularly fond of. Thankfully, they don’t alter the main plot enough to change my overall impression, which is excellent.

But the gritty main plot is just one half of a Yakuza game. The other is the optional content, and 0 is one of the best in this regard. Substories are far more humorous in tone, like Kiryu helping a dominatrix gain confidence, impersonating a producer, tutoring a group of phony punks, or featuring in a music video for a blatant Michael Jackson parody. Majima’s are just as off-kilter, infiltrating a cult and reluctantly shaping economic policy after saving a politician from being mugged. The period setting gives way to a lot of fun jokes derived from 80s culture and references to Kiryu and Majima’s later adventures. The time period even tinges many minigames, like karaoke and disco dancing, which are just two out of several enjoyable distractions that pepper 0‘s world.

In addition to all these minigames, both protagonists have more substantial side stories like Kiryu’s slot car racing and real estate management, and Majima’s weapon expeditions and cabaret club management. One of the biggest advantages of this Switch 2 release is being able to pick 0 up and play with little hassle anytime, anywhere, which complements both the minigames and bigger diversions incredibly.

Combat is the most varied in the entire mainline series, with two characters and three distinct fighting styles for each (four, if you count the optional ones), all upgradable by spending your ever-swelling funds on new skills. While the curve for unlocking them is heavily tied to your investment in the side content and willingness to repeatedly fight the gargantuan muggers lurking the streets, fighting is still a blast whether you’re locked in an even brawl or totally destroying an entire room of armed goons with the dozens of hilariously violent takedowns at your disposal.

Kazuma Kiryu punches an attacker on the neon-lit streets of Kamurocho in the afternoon in front of a game store.
Hope you’re ready for a lot of street brawls.

Sadly, combat isn’t compelling enough to justify the multiplayer, which is probably the weakest new addition to the package. It’s little more than repeated brawls that get cluttered up by your allies—nothing you won’t get out of playing the main story. In theory, the draw is that many bosses and NPCs are playable in this mode, but none of them have Kiryu or Majima’s variety and polish, and the grind to unlock new characters while leveling up old ones isn’t worth it. It’s removed enough from the important content that it does not significantly affect the overall experience, but should Ryu Ga Gotoku Studios revisit this mode, it needs work.

Yakuza 0: Director’s Cut puts a great game on a system that makes it portable, and that alone is laudable. Even if the multiplayer is boring and the new story content is redundant, the dub is strong enough to warrant sitting through every cutscene at least one more time. When a series with such an established structure and formula has a strong enough baseline to seem like it can’t go wrong, it can be difficult to sort out the true gems. Yakuza 0, and its Director’s Cut, are gems, end of story.

  • Graphics: 90
  • Sound: 99
  • Gameplay: 92
  • Control: 91
  • Story: 97
94
Overall Score
(not an average)

About our grading scale

Review by · July 21, 2025 · 2:00 pm

The Death end re;Quest series is a strange but enjoyable mixture of disturbing horror visual novels and RPGs. They’re often experimental and overly ambitious in the gameplay department, but the VN side has a lot of charm and heart thanks to a cast of endearing, fun, and memorable characters. As part of Idea Factory and Compile Heart’s “Galapagos RPG brand—comprising some of their better games, such as Dragon Star Varnir (and some of their worst: Arc of Alchemist)—the Death end re;Quest duo is one of their most successful series outside of their flagship Neptunia series. The newest Death end re;Quest game dives into the roguelike mystery dungeon subgenre, yet the change leaves much to be desired.

Death end re;Quest Code Z is a side story, taking place in an alternate world after the events of the previous games. While this allows a collection of unique “What If?” scenarios to unfold, it quickly feels like the story is little more than fanfiction without much substance. Players control a new protagonist named Sayaka. At first glance, Sayaka is a newcomer to the series, yet those with a keen eye may notice some similarities to one of the original Death end re;Quest’s villains. Early on, the game identifies Sayaka as one of the villains from the first game, yet her story was locked behind paid additional character DLC. In said DLC, players convert the villain to their side and can obtain an ending where they turn over a new leaf. Unfortunately, this character development is completely lost on new players and those who didn’t bother with the admittedly expensive character DLC.

As a side story, Code Z is full of references to events from the prior games; the sheer volume is both overwhelming and questionable. The intention is for abundant familiar faces to be a treat for series fans, yet seeing well-known characters acting in bizarre ways feels strange, if not distasteful. One of the protagonists from the previous games acts like a crazed lunatic bent on destruction. Series veterans may find his descent into madness plausible due to the original game’s story, but the portrayal is edgy, over-the-top, and completely devoid of nuance. The piece I found most distasteful was the inclusion of Koji Touyama—Death end re;Quest 2 protagonist Mai Touyama’s drunken, abusive father. In Code Z, he works alongside his daughter at a game company and they have a positive yet strained relationship. It’s hard to look at Mai and her father interacting normally, knowing the torture she went through and how she murdered him in Death end re;Quest 2’s opening. Events such as this make the game feel like an Alternate Universe fanfiction.

Death end re;Quest Code Z screenshot of equipment upgrades. Sayaka looks anime concerned at making an Enhanced Silverbrand +1.
Upgrading equipment will help Sayaka survive the dungeons, yet upgrade materials are sparse.

Code Z is a mystery dungeon roguelike through and through. Players explore randomly generated dungeons, collect items, defeat enemies, and descend deeper into darkness until finding powerful bosses with notable loot. Every enemy moves in response to player movement, giving the game a pseudo-turn-based feel and allowing for a subtle touch of strategy. Dungeons are grid-based, with the character moving one tile at a time. Traps lie scattered along every dungeon floor, with effects like damaging the character or inflicting status effects. Some traps outright teleport the player to the other side of the map, which can be both beneficial and detrimental, as items and/or enemies may lie at the end of each teleport point. Gear upgrades are available, though upgrade materials are sparse. It’s also possible to improve via skill points, which are rewarded upon dying in a dungeon.

Prior Death end re;Quest games feature turn-based combat systems with three combatants. Combat there is experimental yet delightfully janky. The systems encourage combining moves (à la SaGa’s sparking system) into combos, launching enemies into traps and other characters, and pinballing foes all around the map in an amusing and incredibly powerful display of force. Code Z, however, lacks this due to the absence of a party to speak of. Players control Sayaka as she trudges through dungeons alone for the most part, occasionally finding a partner at the end to extract. The game is more akin to a horror-themed version of Pokémon Mystery Dungeon or Shiren the Wanderer, yet it lacks the charm of either.

Code Z plays with the concept of sanity, which ticks down as players progress through dungeons. As the meter reaches 50%, the screen becomes laden with visual glitches and a heavy pulse. In theory, this should create a sense of tension and fear that aligns with the series’ horror elements. Yet, in practice, it serves only as an annoyance. Ether codes, which are scattered through dungeons, restore your sanity. While one might stock up on these to ensure unhindered progress, limited inventory slots make this more difficult. Players can drop items on the ground for later use, yet they vanish upon exiting the dungeon. This makes inventory management a pain when juggling healing items, buffs, and special attacks.

Death end re;Quest Code Z screenshot of a dungeon boss that looks like a colorful blue and red arachnid with hairy brown legs.
While bosses still look hideous, they’re less menacing when they simply stand in one spot.

Death end re;Quest Code Z has gorgeous character art, as was the case with the prior games. Kei Nanameda excels in creating vibrant, unique, and memorable characters. Thanks to the use of Live2D, the characters are more vivid and lifelike, ensuring their interactions feel more fluid despite most scenes being little more than talking bust-ups. The 3D portions of Death end re;Quest games are historically rough, yet they capture the vibe of the 2D art. Code Z opts for a chibi-style aesthetic in dungeons, which gives the game a cuter appearance. Enemies feel less threatening and bosses are nowhere near as unsettling as they would be at full size like the previous games.

Code Z’s soundtrack is one of its strongest aspects, though that’s no surprise given much of the music comes from the previous games. The series has always had a charming soundtrack in every regard, and Code Z carries this forward with soothing melodies in the overworld and charming themes in the city. However, Death end re;Quest Code Z is lacking one crucial element that makes the series truly special: the English dub. Usually, this would be a minor grievance, given many Japanese RPGs release in the West with no dub, but the Death end re;Quest games have a fantastic English voice cast. In my review of Death end re;Quest 2, I praised the English voice talent for going above and beyond to create unforgettable performances, especially during the most horrific and gruesome endings that still haunt me to this day.

Death end re;Quest Code Z protagonist Sayaka on her way to explore a new dungeon.
Kei Nanameda’s art always stands out, especially in Idea Factory and Compile Heart’s horror-themed games.

The Death end re;Quest games have plenty of issues in the gameplay department, be it janky combat, experimenting with “hacking” the battle system, or confusing dungeons clearly designed to be a first-person dungeon RPG. Code Z sheds many of these issues, yet replaces them with new ones. The dungeons in Code Z are frankly uninteresting in most instances. Each floor looks the same due to their randomized nature, and there is little rhyme or reason as to why the dungeons exist in the first place. The sanity system also feels unnecessary, and the combat feels shallow in comparison to the prior games.

The characters in the Death end re;Quest series can be endearing, even when they’re talking about nothing in particular. Code Z, in contrast, is rife with vapid conversations, seemingly fluff to inflate a word count or scene quota more than anything notable. Time and time again, I found myself skipping through conversations with minor side characters as they repeated how beautiful they think a given character is. There’s no particular character development to be had, given 90% of the cast are alternate versions of familiar faces.

Death end re;Quest Code Z protagonist Sayaka cornered by enemies in a dungeon.
It’s easy to get overwhelmed by annoying enemies with high evasion who hit hard and apply status effects.

Code Z focuses on the titular Death ends—gruesome game overs that are meant to be shocking and disturbing based on choices made throughout story events. In Code Z, these Death ends happen when the character player dies to traps, enemies, and bosses. This is where the horror elements emerge, leading to incredibly uncomfortable depictions of textual gore. In previous games, these grim fates were a punishment, yet in Code Z, they feel like a strange reward. As Sayaka meets her end, she gains skill points that increase her stats to make the journey easier. Thus, if the player wants to get stronger, they should die more. Such a reward feels counter to the series, and given Sayaka’s role in Death end re;Quest Code Z, it makes guiding her to a horrible death to gain skill points both uncomfortable and unsatisfying.

Death end re;Quest Code Z is a game that had me constantly questioning who it was for. As a fan of the series, I wasn’t particularly interested in a mystery dungeon roguelike and found myself barely engaging with the combat. I also don’t see mystery dungeon fans being starved enough to pick up Code Z. If they were to stumble across the game, I can’t imagine they’d stick with it due to impenetrable story that is little more than a “What If?” scenario laden with references, hints, and nods galore. As a Death end re;Quest game, Code Z offers the bare minimum of what I expect from the series. While it may not have the lows of its predecessors, it also lacks the emotional highs and rewarding gameplay elements. As Death end re;Quest 3 has been in development for a while now, Code Z serves as little more than a detour. While not particularly bad by any means, Code Z is simply the least interesting entry.

  • Graphics: 75
  • Sound: 75
  • Gameplay: 60
  • Control: 65
  • Story: 65
68
Overall Score
(not an average)

About our grading scale

Review by · July 19, 2025 · 3:00 pm

It’s no surprise that HoYoVerse titles such as Genshin Impact, Honkai: Star Rail, and Zenless Zone Zero dominate the gacha market given their absurdly high quality and seemingly infinite budgets. Yet, is there room on the world stage for an unproven competitor to swing at the king and make some waves? Wuthering Waves is an open-world action RPG emphasizing stylish character action combat, much like its predecessor, Punishing: Gray Raven. At first glance, the game appears similar to the immensely popular open-world action RPG Genshin Impact. However, Wuthering Waves adopts a more modern sci-fi approach to its world-building and design while focusing on incorporating Chinese aesthetics and mythology into every nook and cranny. In terms of world design, Wuthering Waves has more in common with the Xenoblade games than Genshin Impact, thanks to its focus on a logistically plausible world following an apocalyptic event.

Players take on the role of an ever-so-important fish-out-of-water named Rover. While the character’s name (or title, more accurately) is meant to evoke similar thoughts as a Wanderer, Traveler, or even Trailblazer, it comes off as feeling more akin to the stereotypical dog name. The title feels more apt by the minute given how the citizens of the world constantly need help fetching items, guarding their communities, and guiding those in need. After an introductory cutscene with a mysterious woman (who totally isn’t Lucia from Punishing: Gray Raven), Rover is dropped into the world of Solaris-3—the third planet from the sun that is suspiciously similar to Earth. After a messy and confusing introduction sequence, it’s soon revealed that Rover is most like The Legend of Zelda: Breath of the Wild’s Hero of Time—someone called upon to help thwart an evil force with no memory of their past lives.

Wuthering Waves stumbles right out the gate with its introductory storyline as the developers scrambled to rewrite, adjust, and shuffle story beats in the game’s first three chapters after receiving a substantial amount of feedback on their closed beta tests. The feedback essentially boiled down to players wanting to feel special, being frustrated that the citizens of the world were hostile and suspicious of them, and finding the concept of gradual world-building to be less than exciting. A hasty rewrite followed to make NPCs practically worship the player, as well as reducing world events to Proper Nouns and technobabble. While this misstep makes the initial portion of the game slightly awkward, Chapter Four smooths out considerably as the narrative dives into its original version rife with drama, political intrigue, and darling characters.

Wuthering Waves environmental art showing an ominous location. It's a tower with crimson clouds and bright electricity.
Wuthering Waves features some of the most breathtaking and ominous skyboxes to date.

Although the story flounders initially, it has an almost constant upward trajectory afterward. Mercifully, Wuthering Waves’ combat starts on a high note and continually climbs skyward. When looking at Punishing: Gray Raven, it’s quite obvious that Kuro Games are unapologetically massive fans of NieR: Automata and Devil May Cry. The stylish character action, soft genre shifts, and over-the-top set piece bosses show the developer proudly wearing their influences on their sleeve. To add to that, every single unit in Wuthering Waves has a wildly unique kit with a dizzying amount of depth. The move lists, gauges, and conditional systems would make a fighting game fan grin wide.

Every unit has its own moveset and playstyle, yet the Forte gauge is what makes each character feel that much more unique. Characters build Forte in their normal attack chains that they can then use for a variety of stronger moves. Some Forte gauges drastically change the playstyle, while others enhance the core abilities while adding simultaneous new ones. The icy Sanhua does a small amount of damage with her normal attacks, yet upon casting her ice skills or finishing her chain, she can create large fields of ice that detonate to deal massive damage. Yangyang, on the other hand, adds wind blades to her attacks while strengthening her aerial moves. The player character, Rover, can essentially swap elements and enter a Devil May Cry “Devil Trigger”-esque mode.

It’s easy to find a unit to fit any particular playstyle due to all the unique character kits. Some excel at aerial combat, while others focus on defensive counters. Some rain down hellfire at range while others ensure the party remains alive. My favorite—the bloody sword-wielding Danjin—consumes her own HP with each attack, pushing her closer and closer to the brink of death as the battle unfolds. The heightened risk in combat leads to some very exciting and incredibly stylish close calls and near misses, all for the sake of setting up allies to unleash powerful attacks with a bevy of buffs. With Wuthering Waves focusing on a three-character party, team synergy is crucial. Characters tagging out unleash an outro effect while incoming characters attack with unique intro attacks. Players should know their kits in and out while making choices between damage and survivability.

Wuthering Waves protagonist Rover looking through their equipment, with detailed info on Echo Skill and Sonata Effect.
The Echo system enables players to equip enemies as gear, summon them in battle, and even transform into them.

Another piece that sets Wuthering Waves apart from Genshin Impact is the Echo system. Echoes are the remnants of defeated foes. Once collected, players can equip them to characters in place of armor, accessories, and charms. Each Echo has a cost to prevent filling all five slots with boss Echoes, but only the topmost slot allows players to either summon or transform into said Echo for a brief period. Wuthering Waves‘ Echo system encourages both experimentation and exploration, alongside making the bestiary feel more lively and familiar. While the monster-catching aspect is fun and intriguing, I wish there were more uses for Echoes beyond the equipment and combat utility, such as battling other players or sending them out on missions to get materials. Much like Genshin Impact, farming and rolling for stats feels akin to smashing one’s face into a slot machine and hoping for more than a headache. Thankfully, materials to re-roll main stats have since arrived.

The cast of characters is vast and impressive, yet it’s clear the premium characters (five-star characters on timed/limited banners) get a lot more love than their standard four-star and launch five-star counterparts—some of which feel underpowered or far too niche. One of these forgettable characters is Lingyang, a young performer in a lion dancing troupe who has an awkward playstyle that feels experimental. Baizhi, a free standard healer, also has a few awkward abilities in her kit that make her offputting to use in combination with her lackluster healing. Verina, on the other hand, is a powerful healer and a staple in most teams, though this is due more to the lack of strong support units in Wuthering Waves than anything. Hopefully, the new four-star characters will get as much love as Punishing: Gray Raven‘s four-star equivalents.

Kuro Games is blessed with an incredibly talented art team. While the character designs and visual effects are top-notch, the game’s art direction is nothing short of stellar. The vistas found in the world of Solaris-3 are nigh-immaculate visual spectacles, ranging from ruined cities with floating remnants of skyscrapers above a field of burning flowers to jaw-dropping skyboxes with the most haunting moons imaginable. I found myself stopping time and time again to admire the world around me while taking dozens of pictures. The city of Jinzhou and its surrounding areas comprise the 1.0 region, and it’s easy to see that an immense amount of time and care went into polishing the world to be as awe-inspiring as possible.

Wuthering Waves protagonist Rover in a small icy village.
The world is full of life, with NPCs roaming the towns and wildlife skittering about.

Of course, the areas in the game’s patches expand the horizon and elevate the environmental beauty. Mt. Firmament is a gorgeous take on a winding mountain, while The Black Shores archipelago offers some of the most stunning skies above paired with intricately designed and displaced elements beneath. Naturally, with a full number version update to 2.0 comes a new region to explore: Rinascita. While slightly smaller than Jinzhou in width, Rinascita offers more verticality with its striking world design. Much like the launch region, Rinascita is awash with beautiful landscapes and stunning set pieces. Every new location feels like it has its Breath of the Wild moment, mixed with Elden Ring‘s design philosophy as far as populating the world with secrets.

Given Wuthering Waves is all about the concepts of vibration and waves (hence the title), one would hope the game sounds as great as it looks. At first, I was concerned with the absence of GhostFinal and Holoweak because their contributions to Punishing: Gray Raven resulted in some of the most fantastic and memorable soundtracks to date (such as Narwhal and Hikari). The soundtrack in Wuthering Waves is solid and exciting, but it initially lacks tracks that stir the heart. Of course, as the story progresses, the OST becomes elevated as dramatic moments and setpiece boss battles take the stage. Though there are fewer standout tracks in the beginning, the soundtrack soon finds its footing and develops an energetic identity that carries throughout the game.

While I’ve been largely positive on Wuthering Waves, the game is not without flaws. To start, Kuro Games is frankly notorious for rocky launches, embarrassing typos, and numerous minor bugs that mar the average player’s experience. Although it’s possible to forget or fix typos, bugs, and messy launches, some long-standing issues remain even a year after release. Most notably, the English voice cast is a collection of great European voice talents forced to do awful American accents. While this improves in later patches with more freedom in the voice direction and acting, early scenes remain blighted by poorly directed performances easily confused with bad acting.

Many of these issues are the product of intense crunch and hasty rewrites, but Kuro Games has gone back and re-recorded voice lines for Rover, so there is precedent for improvement. Now, if only they’d do the same for Yangyang—the game’s primary lore dump and story commentary for most of 1.0. Additionally, while the controls on PC and PS5 are solid, save the awkwardly mapped utility or two, the mobile touch screen controls are messy at best. Mercifully, native controller support mitigates this issue.

Wuthering Waves landscape showing golden trees and skies.
One would expect Elden Ring’s Erdtree to make an appearance in the distance.

Lastly, regardless of how gorgeous the game looks, how fun and exciting the combat is, and how great the writing becomes, Wuthering Waves is a gacha game. While much can be said on the predatory nature of gacha games, I want to touch upon the ephemeral nature of live-service games. There’s a high chance of this game reaching end-of-service within the next decade, preventing access beyond that time. The only reminders of its existence will be the mass grave of game-specific wikis, obsolete theory-crafting videos, and the astounding number of fanart pieces that serve the same role as paintings of long-dead aristocrats. Therefore, it requires caution and care before investing time and money into Wuthering Waves. We’ve seen it time and time again: a hot new gacha comes out, tops the charts, and then sinks into irrelevance and shuts down after a year. That said, Punishing: Gray Raven is still going strong almost six years later, so there is precedent for long-term support from Kuro Games.

Wuthering Waves is a fantastic game and one of the best current gachas from a gameplay standpoint. While the shift to a more HoYoVerse-style gacha system is disappointing (pity of 80 pulls versus PGR’s pity of 60, 50/50 coin flips on banner characters with a 100% guarantee after failure versus PGR’s 100% guarantee with no coin flips), Kuro Games remains relatively generous with free currencies (often as an apology for some kind of screw up), log-in campaigns, and events. Overall, the game is gorgeous, a treat to listen to, and a blast to play. Lovable and endearing characters and an intricately detailed world make Wuthering Waves one of the most high-quality games in its specific market.

  • Graphics: 90
  • Sound: 90
  • Gameplay: 95
  • Control: 90
  • Story: 85
90
Overall Score
(not an average)

About our grading scale

Review by · July 19, 2025 · 8:00 am

Solo developers hold a special place in my heart. Seeing one person do the arduous work of multiple disciplines all the way to release is nothing short of inspirational. Home runs like Papers Please are also easy enough to praise from the consumer’s perspective, with the developer’s dedication shining through in the final product’s polish. While Tunguska: The Visitation (Tunguska) falls short of the remarkable heights of the indie hallmarks, it remains a notable effort by Rotorist Workshop.

Set in an alternate history where the Krasnoyarsk Krai region of Siberia became a hotbed for “treasure” hunters in the decades following the Tunguska Event, you take the role of an independent journalist sent to interview these hunters and investigate rumors of a miraculous cure-all. Despite the initially straightforward mission parameters, you quickly find yourself entangled in the area’s politics as you complete favors for locals while traveling between smaller, instanced segments of the Tunguska Exclusion Zone.

Although many NPCs remain ready for conversation, interactions outside of dedicated quest givers are barren. There is a veneer of a community in every hub area, but trying to talk to anyone outside of the main NPCs results in little more than repeated filler dialogue. Sitting around campfires sometimes yields a piece of gossip you can report to your sleazy boss in Manhattan for a chunk of change, but does little to fill out the narrative gaps in worldbuilding.

Quest completion rewards you with narrative tidbits that shed some light on the history of the Exclusion Zone and stories you can also report for better cash rewards. Quest givers occasionally throw in special items and inventory upgrades for your work, but notable rewards are few and far between. Thankfully, you usually stumble upon some fantastic loot while completing these favors (especially if you take the scenic route), making for some great emergent gameplay moments in otherwise run-of-the-mill fetch or kill quests.

The protagonist listens to the locals while sitting around a campfire in Tunguska: The Visitation. Sweaters are in because cold weather is arriving!
Give me the latest gossip that I definitely won’t sell out to my boss!

Unfortunately, the moment-to-moment gunplay you engage in during quests leaves something to be desired. Despite the satisfying feedback for landing shots, the default controls make gunfights an almost unplayable experience. I highly recommend switching over to auto-aim in the settings, as you otherwise waste even more ammo than your character naturally does with their shaky aim. Even with these changes, gunplay remains finicky, with shots often missing stationary targets.

This starkly contrasts with the human AI, which often has far superior accuracy or gangs up on you in the blink of an eye, shredding your health bar in seconds with focused fire. However, their distinct inability to flank or execute complex combat behavior makes it surprisingly easy to funnel them to their deaths. This gives Tunguska a nostalgic, early 2000s feel, where gaming the AI in this manner was fairly common, enemy firepower nonetheless feels over-tuned to compensate for this lack of complexity.

Adding to this frustration are some diabolical map instances that felt unbeatable. Ghouls—humans who have turned into blue, zombie-like monsters from prolonged exposure to the supernatural “Vistation” event— spawn freely in most hostile map instances, trying to overwhelm you with numbers alone to compensate for their limited attack range. This balance falters towards the endgame with the appearance of elite ghoul variants. Getting some key items requires engaging with these forces, but to say it’s a slog would be an understatement. Despite my best efforts to kite these elite variants into a zombie train, I frequently fell victim to their high attack range and absurd tankiness, despite my high-end gear.

The player gets attacked by lightning from an elite ghoul enemy in Tunguska: The Visitation.
Getting zapped was NOT part of the plan.

Skills and weapon attachments somewhat address the gunplay issues, but many of the skills should have been baked into the baseline gameplay. Consisting mostly of gun handling upgrades for different weapon classes, large overlaps in the early skills (lower recoil, better stability, etc.) make these upgrades feel like fluff more than meaningful investments of your hard-earned points. Looking at this in a positive light, early combat skills aren’t significant enough to hamper experimenting with weapon classes you haven’t invested points into. But then there’s the question of why these early skills exist, given their minimal impact.

Survival skills fare far better, with more varied aspects of gameplay like crafting, fitness, and serum (Tunguska’s version of potions) efficacy. Though I initially dreaded that these skills were a method of managing arbitrary, constantly dwindling resources typical of survival games, I was pleasantly surprised at Tunguska’s ability to strip away much of the tedium associated with these mechanics.

Basic bodily needs, such as hunger and thirst, are consolidated into a generous and slowly draining energy bar, which eating and resting easily restores. Radiation poisoning and T-Syndrome are the two big environmental hazards to manage, inflicting debilitating debuffs if left unchecked and requiring initially rare serums to fully cure. Health is the most difficult resource to get a proper handle on, as HP-restoring serums are your only source of recovery beyond taking a nap in a safe zone. The catch here is that these serums, due to their experimental nature, poison you with trace amounts of radiation for every injection. This small feature loops back to add an appreciable depth to the combat, rewarding forethought and supply preparation as much as your ability to think on your feet under fire.

However, skills that affect crafting and serums are so strong as to almost discourage engaging in these mechanics until you are close to maxing them out. Making stronger, more efficient consumables is one thing, but octupling production for the most powerful serums in Tunguska only brought out the worst of my RPG hoarding sensibilities. The fastest way of grinding all the points necessary to max these skills out is a dull affair of planting and harvesting plants (not too unlike iron dagger crafting in the early days of Skyrim), but ready access to console commands lets you skip the grind if it becomes too much.

A snapshot of the skill leveling menu in Tunguska: The Visitation highlighing progress on combat and survival experience.
Spend your points wisely.

Aesthetically, Tunguska excels at capturing the drab, post-apocalyptic vibe you might be familiar with from the Metro and S.T.A.L.K.E.R series. Admittedly, the color palette is a bit too brown for my liking, but the map instances make up for this with their unique layouts and landmarks. My only gripe was the oddly restrictive fast-travel system involving vehicles. The motorbike was the strangest to use, as you cannot travel too many map segments at once, despite the bike itself being able to go to most places in the game. As you can imagine, sitting through loads of loading screens got old quickly, which is especially frustrating when backtracking to home base for items you forgot to take from your stash.

That said, I wouldn’t be surprised if Rotorist Workshop is already acutely aware of these issues, as they are one of, if not the most, active developers I have ever seen. Steam forum posts generally get responses within minutes, from lending a guiding hand to newer players to sifting through copies of save files to debug issues. Though this doesn’t fully dull the blow of the aforementioned game design issues, Rotorist Workshop’s sheer commitment to improving the overall experience is inspiring. With a recently announced sequel in the works, I hope they can continue this energy into that project too.

Tunguska: The Vistation leaves a strong impression, though it’s not always the right one. It gets the more esoteric game-feel aspects, like combat feedback and satisfying exploration rewards, down pat, but struggles with fundamental design elements like control schemes and narrative. There is an undeniably large amount of jank in the game, which will either endear you to the experience or turn you off it entirely. Still, Tunguska is an enjoyable enough experience on its own that it’s worth giving a try to find out for yourself.

  • Graphics: 70
  • Sound: 80
  • Gameplay: 77
  • Control: 70
  • Story: 70
79
Overall Score
(not an average)

About our grading scale

Review by · July 18, 2025 · 3:00 pm

What do you get when you combine 2D Zelda-ish world design, cute coloring book mechanics and aesthetics, and a story featuring sincere depictions and reflections on depression and impostor syndrome? Turns out one of the most enjoyable, original, and impactful indie games yet made. I never got around to playing American-Canadian developer Greg Lobanov’s previous game, Wandersong, but I had heard some high praise for its appealing style and characters. Chicory: A Colorful Tale shares these strengths while marrying its core painting mechanics and narrative themes in a manner that’s effortlessly compassionate and truthful.

I’ve spent many years of my life as a graduate student. It’s hard to do that and not feel a degree of impostor syndrome at some point. Why would anyone else care about some niche interest that, for some reason, means the world to you? How are you supposed to live up to the legends whose work you’re building from? Why does external validation feel simultaneously necessary and irrelevant? Why am I so stupid to have spent so much time on any of this?

If you commit your livelihood to a creative pursuit, it better mean something to you. It better be because it feels like your existence depends on it. If you lose that essential drive that can only ever come from your own interest (however “senseless”) and determination (however “misguided”), it might start to feel like your entire life has no meaning and you have always been a failure.

The protagonist and Chicory float in a pool and reflect on purpose and motivation.
Chicory’s dialogue can get pretty real.

These are the internal conflicts that the character Chicory is struggling with. Chicory is a master painter who has inherited the legacy of the wielders—a lineage of intimidatingly talented artists who can use the legendary Brush. Every wielder in history has used the Brush to color the land of Picnic and so bring joy to its residents. Despite her artistic talent proving she can become the next wielder, Chicory has lost the drive to do so. She’s locked herself in the room many wielders before her have resided in, having evidently fallen into a depression.

So, Chicory is not our protagonist. Our protagonist is a cute, incredibly naïve, and somewhat dense little dog who works as the janitor in the illustrious tower of the wielders. You are encouraged to name the dog after your favorite food. Apparently, the canon name is Pizza. But I didn’t control no Pizza. My protagonist’s name was Pierogies, and I grew quite attached to them, so I will be referring to them as Pierogies for the rest of this review. And yes, pretty much every name in the game is food-related.

During a casual work shift, all the existing color is suddenly drained from Picnic, reducing the world to black and white. Pierogies decides to check in on Chicory and finds the Brush discarded outside her room. Having always idolized Picnic’s wielders and fantasized about being an artist themself, Pierogies picks it up, eager to fill in Chicory’s rabbit shoes. You can see portraits of the previous wielders lining the tower’s halls. They are stately-looking anthropomorphic animals—a visual far cry from Pierogies’ dinky appearance. You can try to color the portraits in. Chances are you won’t do them justice.

Image showing regular exploration of the game world.
“Spill paint, not blood!” is Chicory’s approach to gameplay.

Your goal as the would-be wielder is to return color to Picnic by your own hands and skills as a player (*gulp*) and to discover the source of the corruption that drained it. Along the way, you’ll encounter traversal-related paint puzzles on just about every screen for progression and/or collectibles (such as lost kittens or wearable clothing articles), making the most of the game’s Zelda influence. You’ll come across towns with vibrantly drawn and written NPCs that might give you modest quests. It all feels thoughtfully balanced and paced, and not a single bit of the map is wasted. There can be a fair amount of backtracking, but the small world size prevents it from ever feeling tedious. It also serves as a great incentive to color some more when you are confronted with your previous lazy work and think: “actually, I can do better.”

The prospect of being prompted to color in a whole game world might be intimidating enough for some players to steer clear of Chicory, yet it makes this interactivity feel consistently smooth and manageable. The Brush is always present on the screen’s canvas and movable with the controller’s right stick (or via mouse). You can intuitively swap its size or color, and hold the controller’s right trigger (or the mouse’s left click) to start painting. For each of the game’s distinct regions (forest, swamp, mountain range, etc.), you’re provided a palette of usually just three colors. This is an essential design decision that helps prevent overthinking things, gives each region its own visual identity, and keeps your progression through screens moving at a nice pace.  

Coloring the game’s world and objects can be as simply satisfying or painstakingly precise as you want it to be. Favoring the former, I would mostly use the area-fill function—which has a very pleasant audiovisual sensation—to paint in broad strokes. A color for the ground. A color for the sky or water when it’s there. Two colors for trees, buildings, and characters. Some contrast for smaller objects. It was enough to feel like I was having an impact as the wielder, however improvised and unremarkable. NPCs who commented on the job were often delighted just to see some color; at other times, they were… more honest in their assessments.

An NPC asks the protagonist if they put thought into their drawing, offering dialogue options in response.
Why yes, I actually did want to make that pool look disgusting.

The game’s most brilliant achievement is in how it contextualizes this coloring book premise through its narrative design. Pierogies is wholesomely (and sometimes painfully) oblivious to their lack of talent. For the first half of the game, they’re just doing their best while telling themself that’s enough. As Pierogies, I was a terrible wielder. I have no talent for the fine arts, and my coloring job across Picnic’s regions and interior spaces would probably earn me an E for Effort in Chicory’s art class. But that never felt disheartening given how both the game mechanics and story support this premise.

It’s easy enough to fake it when you’re mass-filling backdrops, but there are also parts of the story that require you to be more hands-on with your artistry. These include moments where Pierogies is supposed to demonstrate their expertise by recreating an existing artwork in a class, or is asked by Chicory to paint a portrait of her (no pressure…). The game did a phenomenal job motivating me to try my darndest in these moments despite my total lack of faith in my ability. While I laughed in embarrassment at some efforts, I felt a real, uplifting pride in others—like a first grader who managed their first meaningful drawing. I created an artwork exceeding my expectations that was playfully acknowledged in the narrative context. What a beautiful gesture on the game’s part.

The game’s OST is handled by the illustrious Lena Raine of Celeste fame. Her score in the overworld feels appropriately playful and natural—a reflection of the game’s regions and Pierogies’ innocent artistic mindset. The puzzle-filled dungeons in the corners of the map provide a stark contrast. These are ancient, important places to the wielders, but have become the primary sources of the corruption, manifesting as dark blemishes on the screen that cannot be painted over. As you descend into the dungeons, the music becomes moody, serious, and brutally anxious when approaching their corruption-manifested bosses—the game’s only moments of combat. It’s not hard to gather that the corruption is somehow related to Chicory’s troubled state of mind. 

A painting of the protagonist I drew when the game prompted me to.
Sadly, this might be the best job I’ve ever done drawing.

As you progress, you interact more with Chicory and past wielders, learning more about them, their history and relationships, and the psychological demands that their artistic gift/burden can cause. That’s not due to some impersonal supernatural phenomenon, mind you. It’s just the consequences of ambition and expectations gone wrong. Pierogies even ends up becoming more self-conscious about their abilities as events develop, and the drama escalates from there. Without going into spoilery specifics, the story is remarkably powerful in the empathetic portrayal of self-doubt, jealousy, and mental illness that unravels. 

If you’d prefer to have some help with the burden of being a wielder, Chicory has seamless drop-in co-op. Just connect a second controller and another Brush will pop up on the screen. While Player 2 doesn’t get their own avatar, since so much of the game’s interactivity is premised on painting they can participate in everything from puzzle-solving to simple coloring. My partner popped in on a few occasions, contributed some better visual detail than I ever managed, and dropped out when she had enough. It was easy, low stakes, and very fun.

Aside from the struggle with your own artistic limitations, Chicory isn’t a very difficult game. The puzzles are engaging and creative, but they are fun little obstacles rather than real head-scratchers. It feels like a considered design choice rather than any kind of failure in the game design. I would call Chicory a “cozy game” if I hadn’t developed a cynical, commercialized association with the term. A “cozy game” wouldn’t have such a visceral darkness underlying its comforting veneer.   

If it sounds like I didn’t find any fault with Chicory, it’s because I didn’t. If I had to nitpick something, it would be that the gamepad controls might feel too loose for players with more artistic ambition than me. Aside from that, everything about it coalesces into a seamlessly cohesive, authentic, and truly fresh experience. It’s one of my favorite games of the decade so far and one of my favorite indie games from any decade. I can’t guarantee it will have the same impact on you that it did on me, but as a product of inspired design and storytelling it is an indisputable artistic triumph.

  • Graphics: 90
  • Sound: 95
  • Gameplay: 95
  • Control: 90
  • Story: 95
95
Overall Score
(not an average)

About our grading scale

Review by · July 18, 2025 · 9:18 am

In his review of Dragon Quest XI, Tim Rogers described the Dragon Quest series as “hangout games,” where much of their appeal comes from spending time with the cast and soaking in their personalities. This concept informs much of my perspective on ensemble casts, especially when it comes to RPGs. Kotaro Uchikoshi’s AI: The Somnium Files games are not RPGs, and although Dragon Quest director Yuji Horii shares some fascinating history with AI‘s developer Spike Chunsoft, the two franchises share few immediate similarities. From where I stand, though, different genres can absolutely manifest different, but distinctly recognizable forms of “hangout” vibes.

No Sleep For Kaname Date – From AI: The Somnium Files is an easy example of what this looks like in a mystery adventure game. Most of my enthusiasm for playing it centered on its dysfunctional cast and their uniquely entertaining chemistry, carried over from the other Somnium Files games. Uchikoshi’s characters remain largely intact, as do the running gags and sense of humor, despite his stepping back to the positions of series director and scenario supervisor. The game also features a unique setup, with prominent supporting character Iris Sagan puzzling her way through a gauntlet of deadly escape rooms aided by protagonist Kaname Date, in the vein of Uchikoshi’s Zero Escape series. Despite this promise, No Sleep For Kaname Date ultimately lacks the intrigue that made AI: The Somnium Files both a great hangout game and an engaging sci-fi thriller. While its weak central mystery and bizarre pacing thankfully don’t sink the experience, it’s probably for the best that this remains a smaller side venture than a main series title. Fans will probably enjoy it, but hopefully, a more substantial offering isn’t too far behind.

Kaname Date lies down as he prepares to use the Psync machine to dive into a subject's dream in No Sleep for Kaname Date.
Date will be solving more puzzles in the real world, but the dream world is never far behind.

Part of the problem is tied directly to the game’s premise. Date’s mission to locate Iris before she’s killed by self-proclaimed reptilian Akemi’s escape room traps takes up the entire plot, and there are few significant developments that alter how he approaches the case. Instead, the plot is littered with interruptions. One of the major examples is the series’ signature Somnium sequences, in which Date uses a device called a Psync machine to dive into a subject’s dreams. From there, he directs his AI partner Aiba through these dreams to advance his investigation.

No Sleep For Kaname Date is a shorter game than its predecessors (my Switch playtime was around a dozen hours), so there are fewer Somniums to explore, and their placement is often ill-considered and arbitrary. These are still memorable segments, with the ambient soundtrack and surreal visuals bolstering them. But even with their off-kilter charm, an interesting focus on parsing dream logic over real-world logic, or compelling character beats, the Somniums’ questionable story relevance is an overall net negative.

Not helping matters is the structure and pacing of the mystery. Certain plot threads end up being tangential distractions with poor payoff, characters often make strange leaps of logic, and a frighteningly large number of Date’s friends withhold essential information from him for nebulous reasons. While I’m usually willing to defend characters who make questionable decisions, in this case, it feels especially contrived. And since many of them lead to the aforementioned irrelevant tangents, they don’t even make for good tension spikes.

One might expect some of the big, shocking swerves from prior games to salvage this aspect. The AI series is no stranger to idiosyncratic plot twists, after all. However, there isn’t anything too groundbreaking here. The story, despite its uneven pacing, is fairly straightforward, and any hints of a more complex explanation are more set dressing and false leads than they are foreshadowing. Details behind many story events are only revealed via massive infodumps later on. The best thing I can say about the narrative is that its failings aren’t so egregious as to render it completely incoherent or a total slog. If nothing else, No Sleep for Kaname Date‘s relatively lean length ensures that by the time it becomes clear how thin the narrative is, it will nearly be over.

Aiba wanders through a street in a Somnium, the gray concrete interspersed with green static
All things considered, I still don’t tire of Aiba’s crazy adventures in the Somniums.

Thankfully, the escape room sequences are genuinely fun and require a reasonable amount of thought, making for a fun callback to Uchikoshi’s work on Zero Escape, sometimes even borrowing aesthetic touches like sound effects from those titles. Some solutions might seem obscure at first glance, but all of them are ultimately fair. It helps that the rooms themselves are all striking locations that also maintain a distinct atmosphere from the surreal quality of the Somniums. Furthermore, since Date and Aiba are in contact with Iris and their banter is as strong as ever, there are plenty of fun character interactions.

While No Sleep For Kaname Date is shorter than the main Somnium Files titles, it’s just efficient enough to cram in an adequate helping of fun character interplay. While the more lewd jokes are somewhat tired, Date and Aiba’s barb-trading, with stellar performances from Greg Chun and Erika Harlacher, remains a selling point, whether it’s just the two of them or with the supporting cast. The rest of the voice actors bring the laughs effortlessly, bringing out their roles’ appeal regardless of how small or large their parts are. The game also gives Date the opportunity to interact with characters who debut in AI: The Somnium Files – nirvanA Initiative, lending a bit more weight to their presence in that title. And new characters like Psync Machine engineer Hina feel right at home with the established cast.

There’s also a bit more to the humor than just listening to Date shoot the breeze with his eccentric friend circle. Like the previous games, you can find some of the funniest lines by examining the environment, a practice the game further encourages by including multiple gag endings. While they become some of the game’s highlights through their sheer absurdity, they’re short, so don’t expect full branching stories like the other games. And if the main story doesn’t have enough banter for your tastes, there’s some post-game bonus content that expands on them a bit further and even has fun aesthetic callbacks to some of Chunsoft’s early work. Just be ready to revisit the Somniums to unlock them or grind for currency. It’s thankfully pretty quick if you’re just speeding through it, even if the novelty is lost on repeat playthroughs.

All of this does raise the question of how much a fun cast can offset an underwhelming story. While other games meet their narrative bar through satisfying stories with the opportunity to get to know a group of enjoyable personalities as a cherry on top, No Sleep For Kaname Date sits uncomfortably close to that bar. Whether it’s above or below that threshold may vary from person to person. I’m usually easier on media that has good characters and poor plotting than the opposite. However, judging this balance is more difficult when considering how deeply the two components are intertwined in the vast majority of stories, and how much initial expectations can affect overall assessment.

Kaname Date questions a waitress at a nautical-themed restaurant, asking "Where was the game supposed to be held?"
All your favorite characters and locations are back! Just as long as they don’t spoil the other games.

My advice is to temper those expectations. Treat No Sleep For Kaname Date as a chance to spend time with Date, Aiba, Iris, and the rest of the gang rather than a tightly written thriller. Admittedly, by lacking in the latter aspect, the game struggles to measure up to its fun and well-plotted predecessors; a problem likely to be magnified if this is your introduction to the series. So, despite the standalone plot, playing AI: The Somnium Files first is probably the best call. And if, after that playthrough, you’re aching for another hangout, the new elements in No Sleep For Kaname Date do lend it just enough of an identity to at least give it a chance.

This review may come across as more negative than intended, simply because there’s such a strong baseline to compare it to. No Sleep For Kaname Date has pros than cons for me because I have a preexisting investment in the aspects it carries over the most elegantly from the rest of the series. The cast, puzzles, and humor are undoubtedly its best parts, and the story’s issues are thankfully not so severe as to drag those parts down. I at least recommend it to fans of the series, just with a few asterisks.

  • Graphics: 80
  • Sound: 93
  • Gameplay: 80
  • Control: 80
  • Story: 60
73
Overall Score
(not an average)

About our grading scale

Review by · July 15, 2025 · 11:00 am

I can’t believe we finally have a complete set of the remastered Neverwinter Nights series.

After the accomplished rework of the original CRPG game, Aspyr has brought the classic follow-up, Neverwinter Nights 2: Enhanced Edition—a game some believed unlikely to make the journey—to modern devices. But now with a heavy +1 shield in hand, an ancient evil to destroy, and a band of rudimentary AI companions in tow, Neverwinter Nights 2 strides purposefully into the hinterlands like an old soldier with a newly polished set of armor and plenty of tales to tell. Yes, players may face the rather archaic Dungeons and Dragons 3.5 Edition rules and some cliched creatures and story beats, but they’ll have a bloody good time out there regardless.

Aspyr haven’t skimped on the basic package with Neverwinter Nights 2: Enhanced Edition. Alongside the base game, all three of the premium expansions (Mask of the Betrayer, Storm of Zehir, and Mysteries of Westgate) are included and remastered. With all the modules, options are now updated to provide greater control over the visual fidelity of the upgraded graphics, and there’s support for modern resolutions across the board. There’s also cross-play support, Steam Deck compatibility, and the promise of Steam Workshop mods in the future. Everything boots and runs smoothly; loading times can seem a little long, though this is something that tweaks to optimization before launch may well fix.

After the reworked intro movie and splash screen, character creation for the selected adventure offers a large range of options that draw from the 3.5 Edition rules of the time. This means there’s a wide range of class options (expanded from the original game) as well as a huge number of feats, spells, and race ancestries. Players can freely build everything from basic fighters and clerics to more nuanced classes, like swashbucklers and favored souls. Theorycrafters will have a great time min-maxing the heck out of every possible multi-class option and feat combo, although the opaque class systems still pose a significant barrier to newcomers. The remaster offers no additional class build tutorial, so it’s entirely possible to build a cool character who is mechanically weak in combat or social situations. The default difficulty is pretty unforgiving, and considering there’s no way to respec your PC or your companions, it can feel punishing for players who aren’t familiar with the ruleset or with experience in similarly crunchy titles.

An image outlining the feat list from the game and explaining what the 'Dodge' feat allows.
Time to find the old Players Handbook…

The original narrative remains untouched and, much like its predecessor, the story still doesn’t resonate too strongly. Players embody a young orphan from the small village of West Harbor who discovers a connection to a powerful artifact, the silver shard, and the looming threat of the King of Shadows. The path to understanding the shard and how it links to this ancient evil forms much of the heroic journey in and around the grand city of Neverwinter. There’s no sweeping social commentary here, but there’s something to be said about how the traditional story beats fit the system and the pastoral setting of the Faerun. It’s perhaps a reminder of where the genre was nearly twenty years ago. You’ll find plenty of incensed bandits, displaced refugees, and closed merchant roads as the story gets moving. Having said all that, the presence of githyanki in the narrative leads to some unexpected and satisfying connections to the most recent Forgotten Realms tale.

The vanilla game’s hackneyed moments notwithstanding, the writing and pacing remain effective, and the occasional voice-overs add verisimilitude even when some line deliveries are very flat. Heck, it’s a lot more traditional and internally consistent than some recent genre offers. In a manner akin to its earlier stablemate, Knights Of The Old Republic, Neverwinter Nights 2 does a much better job of writing and developing party companions, and it’s a pleasant surprise to remember the sequel allows more party companions than the lonely henchman system of the original. The morally reprehensible ranger, Bishop, provides a rich contrast to the do-goodness of the main plot. Others, like the wizard-spy Sand, are rooted in a deep sense of the world’s lore and history. Speaking of the audio, little else has changed. The sweeping orchestral soundtrack remains the same, and though it’s not one of the more memorable of the genre, it does fit the action seamlessly enough.

Once the familiar tutorial level of the core campaign spins up (the damned nostalgia of that village fair!), the camera options and reworked controls immediately stand out. Although it occasionally gets caught in ceiling rafters or shoved into a character’s cranium during large-scale combat, the camera generally behaves much better than previously. Graphics look sharp overall, with new textures, shadows, and luminosity bringing a noticeable boost. Foliage and water reflections show improvement, and the level of detail on smaller assets—chests, books, a cleaver embedded in a slab of meat—makes a real difference to the world’s vibrancy. Character clothing and facial details are equally crisp, aside from noticeable texture stretching. While performance is mostly stable, a few issues persist: occasional clipping, texture bugs, and rare instances where character models display grotesque distortions of their jaws and eyes. At times, upgraded textures give flat surfaces an oddly rounded or inflated appearance. New particle effects—like flaming weapons—add to the ambient detail. These enhancements don’t always carry over to the wider environment, as seen with the fireplaces and general flames still relying on basic animation loops. Overall, the remastered graphics succeed in enriching the world and revealing details that were either missing or obscured in the original. With time, it’s likely that some of the rougher visual glitches will be patched out as well.

Unlike the original Neverwinter Nights, Neverwinter Nights 2‘s zone areas feel smaller and more focused. While a few branching paths exist, they don’t offer the broader sense of discovery or exploration found in the first game or the even earlier spiritual predecessors. This is where the additional expansions shine more brightly. Their richer narrative nuance and the chances to travel through more varied locales—beyond simple druid groves and musty swamp caves—help elevate the experience. Given the party’s painfully slow movement speed, at least the zones don’t overstay their welcome. Still, the sluggish jog between locations to advance a quest chain is an unwelcome throwback to simpler times.

The PC and their party arrive at a pastoral village with a tropical aesthetic.
Something tells me we’re not in Kansas anymore.

Gamepad control has been added, and it’s mostly a positive experience. Some of the menu nesting and triggers take some getting used to—I lost count of how many times I hit ‘Back’ trying to open my party menu—but I spent most of my time playing with the pad. Setting up the hotbar is easy enough, and the spell and ability sections work well as an extension of the d-pad. Don’t expect much beyond these conveniences, though: there’s no option to run, and targeting enemies or objects still sometimes means dancing around like a lunatic when your party crowds around you or when multiple loot drops are in play. The age of the systems also shows in the lack of tooltips or right-click functionality. Checking gear and moving it between companions remains as clumsy as ever, aside from some basic drag-and-drop features. Unfortunately, you can’t edit gamepad bindings, so you’ll need to manage any inefficiencies in the control throughout the game or rely on keyboard and mouse, which work almost identically to the original Neverwinter Nights 2.

When combat begins, the real-time-with-pauses system kicks in, and you’ll find yourself selecting abilities from the hotbar and manically clicking on enemies to attack. You can adjust companion behavior, and they’ll try to make smart decisions, albeit with an irritating compulsion to trigger as many fights as possible in a confined area, or provoke pointless attacks of opportunity by changing targets randomly. Besides damage numbers, there’s not a great deal of useful feedback in combat either, unless you follow the logbook assiduously. Much of this comes down to the older elements of the UI: it’s not immediately clear how to identify or cure effects that reduce ability scores or stats, and the conditions for sneak attacks remain a bit of a mystery. Ultimately, I found that setting combat to ‘puppet mode,’ where companions respond only to direct commands, offered the most tactical control, though battles ran significantly longer. The challenge and complexity of the creatures and critters evolve over the story, and this serves to keep the combat varied through the mid- to late-game. There’s no doubt Act 1 feels like a bit of a slog through countless thugs, orcs, and undead who don’t offer much strategic depth. Despite these frustrations, the sheer volume of available strategies and actions is staggering, and it’s genuinely rewarding to carefully prepare for a tough encounter and emerge victorious.

Several different spell effects trigger during combat, including rays, symbols and walls of flame.
Good luck trying to parse the various actions, effects and timing here! But it looks and sounds cool!

As well as the social and combat challenges, Neverwinter Nights 2 retains a detailed crafting system for both equipment and alchemy. You’ll need to scour zones for recipe books, base moulds, and source the right components. With the appropriate crafting skill, a character can then use a workbench to attempt creation. Aside from a few basic puzzles and companion quests, the game otherwise sticks closely to the core elements of the 3.5 ruleset. There’s some limited roleplaying, but given the limited resources of the time, these options mostly guide players to the same point in the story rather than allowing for major deviations. There is a simple influence system to keep tabs on, where companions view your actions against their own moral compass, but it doesn’t have much effect other than unlocked conversations and the chance they may cease to travel with you. Combat is the primary focus, and there’s plenty of it.

The bundled expansion and adventure packs add more variety to the core systems. In addition to continuing the main plot, Mask of the Betrayer retains the extra abilities and the ‘spirit-eating’ mechanic from earlier content. The challenge remains as punishing as ever, but the expansion provides a different perspective on both plot and gameplay. The overland map in Storms of Zehir and the enhanced party customization and collaboration also contribute variety, though the story feels a bit tepid. Finally, Mysteries of Westgate returns to urban-mystery storytelling, adding another dozen or so hours of content.

It’s fair to say the whole package offers solid value. Completing every expansion and experimenting with different builds, narrative branches, and companion combinations provides dozens upon dozens of hours of content. Add in cooperative multiplayer and Steam Workshop integration, and it’ll be fascinating to see how much traction Neverwinter Nights 2 gains this second time around given the continued success of the original (and its remaster) within the modding and player-creation community.

This is now the best way to experience Neverwinter Nights 2 in its entirety—whether you’re new to the game or returning after breaking your old copy with countless incompatible mods and error-strewn patches. Gamepad support and enhanced visuals and audio bring it much closer to modern expectations, while the lived-in world and even greater range of character options offer plenty to explore. The expansions, included here with the same level of polish, significantly enhance the package. Yes, there are archaic frustrations that cannot be ignored, but they have a less significant impact on the experience as a result of all the other improvements. Neverwinter Nights 2: Enhanced Edition rekindles a game that never quite reached the heights of its legendary bloodline. But now, with a degree of acceptance and patience, it can step onto the stage with all the confidence of an old soldier, sharing stories of how adventures used to be. Are you ready to listen?

  • Graphics: 83
  • Sound: 80
  • Gameplay: 86
  • Control: 88
  • Story: 82
85
Overall Score
(not an average)

About our grading scale

Review by · July 13, 2025 · 3:00 pm

Actions speak louder than words, and they can even jumpstart much-needed conversations. The language of flowers embodies that sentiment, allowing for hidden meaning and symbolism behind the seemingly simple act of choosing a bouquet for someone. Such is the premise behind the visual novel Hanako’s Flower Shop, where the titular main character helps customers express their feelings through flower arrangements. It’s a charming VN centered around a recent high school graduate and her loving grandfather’s flower shop nestled within a close-knit community. I delighted in the game’s varied and diverse narratives while appreciating how thoughtfully and sensitively the title delves into serious subject matter. The plot’s beginning and middle portions are engaging, while the heartfelt ending made me tear up.

Hanako’s grandfather devotedly raised her after her parents moved away from their small city in Japan to live abroad, and helping him at the shop has been her lifelong dream. To help settle into the routine and find her rhythm, her grandfather makes Hanako take charge of the day-to-day activities of running the shop, all while offering a supportive shoulder for Hanako. It isn’t long before she comes into contact with many memorable customers, all wanting different things from the bouquets they seek to purchase. Can Hanako ensure the family business continues even as she tries to help those who visit it? What happens when an unexpected tragedy hits close to home? Hanako’s Flower Shop deals with universal themes of love and loss, joy and grief, pain and healing in equal measure. Because of this, the game has a content warning disclaimer that players should note.

To say more about the roughly twelve-hour plot would spoil it, so I’ll refrain. Suffice it to say, Hanako’s Flower Shop delves into some surprising territory at times, but it’s tinged with a sense of realism and care. There’s a core message that it earnestly wants to convey, and I feel it largely succeeds in doing so, given the game’s final moving portion. The realistic characters in Hanako’s orbit all have understandable situations and problems, some of which are easy fixes, while others aren’t. It’s endemic to what you come across in real life. The narrative manages to be both bittersweet and hopeful, as well as soft and powerful. Those with whom the story resonates will carry its poignant themes long after the credits roll.

Choosing the next activity to complete in Hanako's Flower Shop. "Work in the garden" is selected.
There is a plethora of in-game activities to help start off the day.

A game day in Hanako’s Flower Shop begins with Hanako preparing for what lies ahead and entering the shop. From there, you can do several activities: listening to the radio for helpful weather forecasts or mood-improving music; visiting the garden; taking a walk to gather flowers should the weather permit; ordering extra seeds or flowers with your funds; stocking up on emotion-boosting sweets at the candy shop; getting two young neighbor kids to retrieve extra flowers for you; or waiting for a customer to arrive.

Of course, like in real life, even excellent customer service cannot solve every issue with sympathy and well-intentioned messages alone. Some of the problems the customers bring inside the shop are too big even for the helpful Hanako to tackle, and sometimes she allows customers to vent. There’s also an emotion meter that factors into the gameplay. If Hanako makes a mistake at work, the emotion meter lowers. Eating sweets or listening to music helps recharge the meter so she can begin anew. It’s relatively easy to keep the meter high, given all the break opportunities you get on a given game day.

Restocking your supplies is vital to ensuring you always have enough of a particular flower to meet customer demand, though each procurement method has drawbacks. For example, the twins can only gather so much at a time, and their picks are random. There’s also the fact that you’re limited to seven bushels of flowers to carry during walks, and the different flowers available change constantly. The colors differentiating flowers during walks can be similar for various types, so you’re never sure what you might pick up. Any seeds planted in the garden take a few game days to grow before harvesting, and getting orders delivered to the shop also takes time. Managing the different ways to collect flowers can be especially tricky in the beginning phases when you don’t have robust funds and when things like the weather impact how often you can go outside. Hanako won’t go out to the garden or for a walk if it is raining.

The game’s bouquet-creating portion is when the language of flowers and communication generally become relevant. When a customer enters the shop, a conversation begins between them and Hanako. You must listen carefully to what’s said, picking up vital clues about what they’re looking for in their order. Fortunately, you have access to a notebook to highlight key words that you believe are worth remembering, and there’s a dialogue log as well, should you need to go over things in more detail. Hanako then begins creating a bouquet using her stockpile of flowers, all of which have three “flower language” descriptors applied to them that will be added to the bouquet’s inherent message/meaning should you add a particular flower into the mix. The descriptors and the bouquet message remain handily displayed throughout the process, so you’re never unaware. Once the bouquet is complete, Hanako gets a monetary reward for her work, and the entire process more or less repeats with a new customer until she calls it a day.

Creating a bouquet in Hanako's Flower Shop. Hanako's notes describe what the customer wants, with flower choices on the left.
Bouquet creation means listening and keeping notes on what customers really want to say.

Beyond the game’s flower shop simulation elements, visual novel mechanics also play a significant role. You play as both Hanako and her grandfather at different story points depending on the scene. What you decide and how you choose to respond to queries during these VN portions impact how other characters view you or how a future scene might play out. I was honestly very impressed by how often my choices came up throughout the plot, even after other things had occurred between them. Depending on how things play out in the story, the customers’ plotlines also evolve fascinatingly. Not only will they occasionally visit Hanako at the shop to tell her how things are going with them, but you also get lengthy and detailed letters from customers. It’s a nice touch that makes the world feel more lived in.

Because Hanako’s Flower Shop‘s story has an underlying message it wishes to convey, I’d say the game’s biggest weakness might be the copious amount of handholding to try and get players to the finish line. You’d have to work to “fail” at the game, as it provides numerous opportunities to restock supplies and improve Hanako’s mood. Yes, you do lose some points in the emotions meter should you make a mistake when flower arranging, but so long as you keep the emotions meter high enough, it isn’t a problem. Hanako gives you substantial clues as to which flower needs replacing and which substitutions would work. I imagine those wanting a less casual gameplay loop might find it too easy and forgiving. For the many initial tutorials, though, I found it extremely odd that the game doesn’t mention how to manually save (hint: the pause button in the corner of the screen is your friend!). Given the ease of the gameplay mechanics and the heavy realism of various scenarios, I feel Hanako’s Flower Shop has a story cycle best served by playing in short bursts rather than trying to complete it in one go.

Grandpa and Hanako have a chat in Hanako's Flower Shop. Grandpa explains that one cannot run a flower shop with no flowers.
Grandpa offers Hanako sage advice about running the flower shop.

Visually, Hanako’s Flower Shop is a mostly bright and colorful game with some creative and artistic reasons to go darker during specific story points. It isn’t a high-budget VN, but it creatively uses animation effects and expressive character sprites to counter that. The character designs are reminiscent of Studio Ghibli, beautifully conveying the characters’ reactions and emotions. The visuals are eye-catching and clever, helping convey the story’s emotional elements.

Soundwise, Hanako’s Flower Shop‘s BGM is lovely to listen to and helps players resonate with the emotional context of a given scene. I credit the game because it is fully voice-acted, with the English voice actors giving dynamic performances. The English script is easy to follow and understand, with only a few typographical errors and the odd occasion where a spoken line doesn’t completely match the dialogue text. Sometimes, the script’s English translation comes across as too stiff and formal for everyday speech, but it still manages to convey the emotions at work. The game’s entirely playable with just a mouse, so it’s easy enough to get into from a control schematic sense, even if you don’t have a controller for your PC.

Hanako’s Flower Shop is a VN that leans more into the simple side with its gameplay mechanics and overall presentation, but it has a lot of heart and a surprising amount of depth beneath the surface. Those looking for a more casual gaming experience that manages to bring a lot to the table in terms of thoughtful and universal narrative themes should give the title a chance. It communicates so much through what it says directly and what it has you inwardly think about, all in a language very much its own.

  • Graphics: 85
  • Sound: 83
  • Gameplay: 80
  • Control: 80
  • Story: 90
84
Overall Score
(not an average)

About our grading scale

Review by · July 11, 2025 · 12:00 pm

Covenant of Solitude is a KEMCO-published RPG from developer Magitec that was first released on mobile devices back in 2013. Now, it’s made its way to other platforms, including Steam. Covenant of Solitude unabashedly hearkens back to the 16-bit era of RPGs from the 1990s, but does it do enough to stand out among such a crowded field of retro-inspired games? 

Communicating with and summoning monsters is a rare ability that is misunderstood, feared, and exploited in Covenant of Solitude’s world. Those born with this power are called genies, and protagonist Fort is an orphan with genie blood in him. Fort resides in an orphanage in a remote village, where he gets bullied and outcast by its strongly anti-genie residents. His two best friends, a burly guy named Legna and a sympathetic girl named Elicia, protect and support him as best they can.

Life goes on until, in true RPG fashion, the evil empire razes the village, causing Fort’s latent powers to awaken. Unfortunately, Fort cannot fully control them, and tragedy befalls his friends as a result. Fort is then locked up in an imperial prison and sentenced to death. The day before Fort’s execution, a sassy demon named Wicca appears and offers him a new lease on life. With Wicca to help him figure out his genie powers, a skeptical Fort’s adventure of self-discovery in a war-torn land begins. Covenant of Solitude’s story may have an unremarkable premise, but it’s surprisingly dark and touches upon some heavy themes like prejudice. The game’s second half is far stronger than the first, thanks to some tense plot twists.

I admire the dynamic Covenant of Solitude has between emotional-roller-coaster Fort and Wicca’s cooler, more objective counterpoint to keep him grounded. Wicca is supportive and understanding, yet has a firm hand when needed. She also avoids the nagging and bickering typically associated with characters of her ilk, making her an ideal companion and my favorite character in the game.

Meeting Wicca in Covenant of Solitude. She's informing the protagonist (in a cell) that he can't die yet.
Meet Wicca. She’s the best part of the game.

The story, while good, has a rough localization that has not been updated from its original form. Conversations read awkwardly due to questionable sentence structure and word choice. The copy-pasted text affects non-story aspects as well. For example, one NPC talks about needing to use real-world money to buy “Solitude Points” to redeem for certain convenience items in a special shop (a.k.a microtransactions). Microtransactions do not exist in this version; you gain Solitude Points through battle.

Covenant of Solitude’s DLC does require real-world money, though. A few easy mode features (like a modifier to triple EXP gained) are available as paid DLC. I would have liked those easy mode features available in the base game, particularly given that many comparable retro-inspired J/J-style RPGs in Covenant of Solitude’s price bracket include those convenience options at no additional cost.

If you’ve played a retro or retro-inspired RPG of this style, Covenant of Solitude’s traditional gameplay is old hat. Progression and exploration consist of the usual town-overworld-dungeon loop with loads of battles throughout. Dungeons feel longer than they really are due to a high random encounter rate and some sudden difficulty spikes causing a need for level grinding. I finished the game in about 16 hours, but it felt longer than that.

A battle in Covenant of Solitude with the party casting a sparkling healing effect.
Prepare to battle a LOT.

Covenant of Solitude’s most interesting gameplay aspect is creating Fort’s monster companions using a simplified version of Final Fantasy V’s Job system. Monsters come in four classes (tanky Dragons, offensive speedster Beasts, support magic Fairies, and offensive magic Vampires) and can take up one of several jobs (Fighter, Healer, Thief, Wizard, and some hidden jobs). Approaching party creation similarly to how I’d create generic troops in SRPGs is fine, but because every new monster starts at level one, changing a job resets the monster’s stats back to level one, and the special job-change items are expensive, there is little motivation to make more than three companions at the very beginning to see you through to the end.

The menus provide all the necessary information an RPG fan needs, but navigating them feels clunky due to unintuitive arrangements. For example, the quest log is within the system menu. Why would the quest log be in the area where I adjust the BGM volume or screen resolution? It also doesn’t help that some interface tutorials mention using keyboard commands, yet I used a gamepad and had to peck and hunt to see which button performed the action the tutorial described. Items are not very well organized in battle menus and there are no sort options. I had to endlessly scroll through large numbers of filler items to find the ones I needed to use. The interface is not as bad as Shadow Madness messy menus, but it’s far from efficient.

Covenant of Solitude’s graphics are as basic as it gets. The tired engine used in many Magitec-developed KEMCO games does not look or run much better than games made using RPG Maker XP. I would have liked to see updated graphics in this re-release; a little HD sheen for 2025, at least. Character portraits feature an appealing, if generic, anime style. One stylistic choice I’m not fond of is that male versions of Dragon and Beast class monsters resemble animals, yet the female versions look like humans in “sexy animal” Halloween costumes. Fanservice is all well and good, but in Covenant of Solitude, it creates a nonsensically inconsistent look within the overall design context.

A female dragon in Covenant of Solitude
She looks too human to be a dragon.

The music is decent, 16-bit MIDI-inspired JRPG fare. Every piece of music is nicely composed and fits its intended action or environment. I can’t say any tunes will get stuck in your head to the point where you hum them throughout the day, but you won’t turn them off and substitute your own music while playing. Sound effects get the job done, but some sound effects, like the teleportation one, are unpleasantly shrill and piercing.

I genuinely liked Covenant of Solitude, but have a hard time recommending it when other (arguably better) games like it exist that offer a better value for the money. That this 2025 re-release of Covenant of Solitude remains relatively unchanged from its 2013 iteration is disappointing. The potential for a good game is there, but it needs a remodel to compete in a supersaturated and highly competitive market. Regardless, Covenant of Solitude always has the wonderful Wicca; she absolutely makes the game.

  • Graphics: 70
  • Sound: 74
  • Gameplay: 80
  • Control: 68
  • Story: 82
75
Overall Score
(not an average)

About our grading scale

Review by · July 9, 2025 · 12:00 pm

From Clifftop Games comes the return of Kathy Rain, a beloved adventure gaming icon of the past decade, now with a new adventure that is twice the length and scope of the original game in Kathy Rain 2: Soothsayer. Does it match up to or even surpass the original, or is it more of a sophomore slump?

Well, I’m delighted to say that Kathy Rain 2 presents a mystery adventure that’s leaps and bounds above the original game and even the impressive Director’s Cut it received five years later.

Kathy Rain 2: Soothsayer picks the story up three years after the events of the first game, with Kathy now running her own private investigator agency. She picks up a hot lead from her former colleague Lucas, another, more grizzled private eye, about “the Soothsayer,” a sadistic killer who’s tearing up the streets of the city of Kassidy. From vague clues and even vaguer suspects, she must piece together the identity of this killer before they strike again.

Screenshot from Kathy Rain 2: Soothsayer of the protagonist petting her cat.
Kathy’s cat Mildred might be one of gaming’s cutest kitties.

By far the biggest upgrade from the original to Kathy Rain 2 is the visuals (unless you played the Director’s Cut, then the leap isn’t as substantial by comparison). The pixel art is gorgeous from beginning to end, with a few cinematic moments featuring fully detailed models that really pop in this game’s art style.

The environmental art is especially spectacular in every location, from Kathy’s cozy office to the large church in the middle of Kassidy’s stunning skyline and hilltop view that overlooks the entire cityscape; they all draw your eye and are rendered in stunning detail, with the pixellated style only adding to the depth and minutia of everything you see. Clifftop Games even leverage some gorgeous lighting effects and parallaxing in some locations to further sell the sense of scale in everything.

As the setting, Kassidy and its atmosphere are similarly impeccable—a neon-drenched, rain-soaked, dirty and dangerous metropolis where peril lurks at every corner and alleyway. It echoes the settings of the game’s inspirations, like the city from David Fincher’s Seven (1995), or the depiction of the seedy, crime-ridden streets of Los Angeles in L.A. Confidential (1997). It’s perhaps a cliche to say “the city is a character in itself,” but both Kassidy and Kathy Rain’s dark odyssey into human depravity tonally complement each other.

Speaking of complementing tone, a special shout-out to Daniel Kobylarz for the fantastic soundtrack in Kathy Rain 2, mixing dark synths with slower jazz tunes to great effect, bringing another dimension to both the story and setting.

Screenshot from Kathy Rain 2 of protagonist looking through binoculars out at the city skyline.
Kathy looks out over Kassidy, the urban jungle she calls home.

When it comes to plot, Kathy Rain 2: Soothsayer soars above the original game, whose plot was already solid. Where it thrives most is the more grounded elements of the story, as well as the development of Kathy as a character who has already gone through her arc in the first game. Here, she’s her same cocky and sardonic yet caring self, but she’s grown complacent and dismissive. She’s pushed Eileen, her best friend and former partner in (solving) crime, away due to her own stubbornness and inability to ask for help.

Now, she’s seeking to prove herself and make her mark by taking on “the Soothsayer,” a prolific new serial killer who has been tearing through Kassidy and the surrounding areas over the past several months. It’s in these parts of the story, the real boots-on-the-ground detective work and puzzle solving, where both the gameplay and story really shine. Uncovering the Soothsayer’s identity, and those of their victims, becomes a cat-and-mouse game across the city with high risk and the promise of a high reward.

Much like the first game, however, it’s when the story starts delving into the more metaphysical and supernatural aspects of its plot and lore that it loses focus a bit. I will say, I prefer how this game handles that stuff versus how the first game did, mainly because it closes a lot of the loops that were left unaddressed before, but the fact remains that the story’s higher concepts just weren’t as compelling as the grounded serial killer mystery that played out prior to that, at least for me.

Screenshot from Kathy Rain 2 of the protagonist visiting the seedier side of town.
As a general rule in Kassidy: the more neon you see, the seedier it be.

The puzzles in Kathy Rain 2 have also seen quite the improvement. I wouldn’t say that they’re on the whole “above and beyond” the original, but the ratio of hits to misses definitely skews towards the former for much of the adventure.

The puzzles come out of the gate swinging, too, with one of the earliest puzzles being an elaborate challenge that asks you to find the names, dates, and locations of each of the Soothsayer’s victims, cross-referencing them with newspaper articles over the last year, a calendar, and even cycles of the moon. It’s pretty involved, and while not every puzzle in Kathy Rain 2 lives up to this one’s intricacy, it does go a long way in selling you on the game being of a much larger scale and scope than the previous adventure.

Speaking of the ratio of more hits than misses with the puzzles, there are countless “eureka” moments in Kathy Rain 2 where following the line of logic to ask “if this were me, how would I solve this?” usually gets you your answer. That may sound obvious to many, but for a lot of adventure games, there’s such a thing called “moon logic,” a trope for when the solution is so outside-of-the-box that no rational human being could come to the answer.

Generally, Kathy Rain 2 avoids moon logic even with its weakest puzzles, but it does come dangerously close with some of the more obtuse solutions, where it feels the solution comes from a standpoint of padding gameplay rather than making the most sense for Kathy as a character.

Screenshot from Kathy Rain 2 of protagonist looking over a crime scene.
You said it, Kathy.

It’s also disappointing and kind of baffling that Kathy Rain 2 lacks controller support, despite the recent Director’s Cut of the original having it built in.

Despite its flaws, Kathy Rain 2 is another spectacular adventure from Clifftop Games that builds on the established characters wonderfully and, for the most part, pays off many of the original game’s lingering plot threads in satisfying ways. There are still some cliched, corny lines here and there, with some characters that feel very archetypal and stereotypical. It also feels like Clifftop Games wants to have their cake and eat it too with the supernatural stuff, considering it doesn’t always mesh with the otherwise grounded and gritty detective story, but it’s at least delivered better here than it was before.

Regardless, it’s a sound, engaging mystery that’s easy to get invested in. If you’re a fan of the original game, this character, or adventure games in general, Kathy Rain 2: Soothsayer will not steer you wrong, and proves that despite innovation across the industry, good old-fashioned, LucasArts-inspired adventure games still have staying power.

  • Graphics: 100
  • Sound: 90
  • Gameplay: 83
  • Control: 80
  • Story: 84
83
Overall Score
(not an average)

About our grading scale

Review by · July 8, 2025 · 12:00 pm

Okay, I’ll admit it: I’m a Gundam fan. I enjoy the high-stakes mecha battles, epic science-fiction stories buoyed by political machinations, and the horrific and believable impact of war experienced by painfully human characters. I’ve been hooked on the franchise since watching Mobile Suit Gundam Wing, becoming entrenched in Universal Century lore not too long after (personal recommendation: even non-Gundam fans should watch Mobile Suit Gundam: The 08th MS Team!). My fondness for Gundam also extends to the Mobile Suit Gundam SEED series. While perhaps not a personal favorite of mine due to some conflicting thoughts on its sequel series, Mobile Suit Gundam SEED Destiny, it still makes for an enjoyable watch. I especially enjoyed the recent Mobile Suit Gundam SEED Freedom movie as a fitting series epilogue. I was, therefore, pleasantly surprised to hear about a Japan-only PlayStation Vita title finally localized in the form of Mobile Suit Gundam SEED Battle Destiny Remastered. Disappointingly, the game doesn’t have the same emotional impact as the anime series, though, in small doses, you can find diversionary fun in its action RPG mecha battles.

Mobile Suit Gundam SEED Battle Destiny Remastered follows the storylines of the first Gundam SEED series and its somewhat divisive sequel, Destiny, albeit in a very abridged fashion. The game’s paper-thin story is by far its most considerable disappointment, as the prejudicial conflict between the genetically enhanced Coordinators of ZAFT and the unaltered Naturals in the Earth Alliance is rather compelling in the actual anime series. I’d have adored an action RPG that finds your player-created pilot and their partner front and center in a story retelling events from Gundam SEED in great detail. Alas, that isn’t the case here: you get the CliffsNotes version of the two series’ storylines with a lot of content that is not centered directly on the mecha battles themselves cut out. Do you want to know who Lacus Clyne is or how Shinn knew Stellar before tragedy struck? Battle Destiny assumes you already know the overarching plotlines for Gundam SEED and Destiny, so it doesn’t bother with “pesky” narrative exposition.

Pilot selection screen featuring Kira Yamato from Mobile Suit Gundam SEED Battle Destiny Remastered.
If you’re not already familiar with the characters listed here from a narrative stance, this game will not help you.

So, as far as the plot is concerned, non-Gundam SEED fans need not apply, as they’d be incredibly lost from the start about what’s going on during missions. This issue becomes further exacerbated with the game’s side story content, dealing with titles such as the Mobile Suit Gundam SEED Astray and Mobile Suit Gundam SEED C.E. 73: STARGAZER that only diehard Gundam SEED fans will likely know. The game is an action RPG, so its lack of an actual storyline is particularly disappointing, given the inherent potential for an engaging sci-fi plot that the Gundam SEED franchise already possesses.

The central premise behind Mobile Suit Gundam SEED Battle Destiny Remastered is that you create a player-controlled pilot character and their AI-controlled partner to fight through various battle stages from the Gundam SEED universe. You can choose to have your character be either a Natural or a Coordinator, with both origins having strengths and weaknesses to consider. However, I should note that Coordinators have the best use of some of the more high-tier mobile suits collected in the game. You also choose to fight for either ZAFT or the Earth Alliance initially, which changes the perspective and objectives of the fights you encounter accordingly. You can also choose to join up with a third Archangel faction at specific points during story missions. When playing for the first time, your faction choices will limit the battles you can participate in, though you’ll unlock the other faction fights once you clear the game. Again, the potential for an exciting and immersive RPG experience exists here, but sadly, it’s squandered.

Mobile Suit selection menu screen from Mobile Suit Gundam SEED Battle Destiny Remastered.
…Must resist shouting “IT’S A GUNDAM!” at the top of my lungs.

Once a battle starts, you fight through the stage with your selected mobile suit until you reach the mission objective. These objectives range from successfully defending a target to obliterating scores of enemies, and they can even change while fighting depending on what occurs. Upon completing a mission, you receive a ranking determining how many upgrade points you get towards mobile suit maintenance and how much experience your pilot and their partner receive towards leveling up their respective stats. Stats leveling and upgrading mobile suits help increase survivability for the next mission you participate in. As you advance, you unlock new pilots to control or acquire new mobile suits to upgrade as you see fit.

Beyond raising levels, pilots also have equippable special abilities, unlocked through advancing the story, to aid in the fight. Upgrading mobile suits involves investing points into their statistics, ranging from general health and defense to ammo and power boosts for the mech’s various weapons. Every mobile suit has unique weaponry and stats. Once I found suits that seemed to work best for my playstyle, I simply invested all my points into strengthening those particular ones to become a true powerhouse: Blu Duel Gundam and Waldfeld’s modified Gaia Gundam were my later mechs of choice.

Combat is fast and somewhat chaotic, especially when there are numerous enemies to contend with onscreen. You can lock on to opponents, but switching between them when searching for specific targets can get confusing. You can also switch between weapon types with simple button presses, speed up your mobile suit for quick travel or longer jumps (provided your thruster gauge doesn’t overheat), or unleash a melee combo attack close to an enemy. While I wasn’t as huge a fan of the more restrictive land and sea battles, I genuinely enjoyed the fights in the cold vacuum of space. There were noticeably sharp difficulty spikes depending on the battle, but thankfully, you can retry fights as often as you’d like. Overall, playing Mobile Suit Gundam SEED Battle Destiny Remastered is best left in smaller chunks so that you don’t burn yourself out on constant fighting.

Hectic mobile suit battles await in Mobile Suit Gundam SEED Battle Destiny Remastered.
The space battles were actually rather fun.

Visually, this game is a remastered port of a PlayStation Vita title and doesn’t push the Switch to its graphical limits. Still, because battle maps are so huge and you often fight waves of enemies simultaneously, it takes a noticeable amount of time to load fights initially. Given the frenetic action, you can move the camera around relatively freely, which is good because you risk having it positioned at an awkward angle otherwise. The soundtrack is limited, though the BGM songs are catchy enough to get you invested in the fights. The game’s audio is only Japanese, and the sparse story bits you have here only really come up in ambient conversation sound bites mid-battle. So, while the voice acting is excellent, you’ll sometimes miss what’s said because you’re too distracted to read the subtitles. Overall, though, the localization and limited script work are superb.

I wouldn’t say Mobile Suit Gundam SEED Battle Destiny is a terrible game by any stretch of the imagination, but it could’ve been so much better. It successfully recreates the hectic mecha battles that the Gundam franchise is known for in an interactive format. I had fun playing it, even if I had to step away after every hour or two of play. I can only hope a future Gundam game can capture the true scope of the franchise in its entirety, but as it stands? Now that I’ve played this game, I have a nostalgic urge to rewatch Mobile Suit Gundam SEED again, so I think Mobile Suit Gundam SEED Battle Destiny Remastered made an impression, at the very least.

  • Graphics: 79
  • Sound: 75
  • Gameplay: 80
  • Control: 78
  • Story: 60
74
Overall Score
(not an average)

About our grading scale

Review by · July 7, 2025 · 3:00 pm

In my recent review of Chapters 1+2, I discussed Deltarune mainly on a macro level: how its legacy ties to Undertale, its main design iterations, and the broad narrative themes it sets up. Having already gone over that, I won’t be retreading any of it. If Toby Fox can just pick up from where he left off, then so can I! Consider this Part Two to a growing review of this fascinating game.

This also serves as a nice excuse to discuss and appreciate Chapters 3+4 on a closer, micro level. And, really, the variety each chapter provides is the standout quality of Deltarune so far. Don’t worry, though. I know not everyone will have gotten their hands on this paid release yet may be curious to hear about the new content, so I will stop myself from specifying any major story events. With that said, this is a game full of delightful surprises, and I will go into some of them to sing its praises.

Even more than the first two chapters, 3+4 show just how much care Fox’s team are dedicating to make each chapter of Deltarune feel distinct and cohesive as individual pieces of a greater vision. Almost every moment of these chapters provides meaningful content. The game displays more creativity in an hour of playtime than most games achieve in a dozen hours of a derivative gameplay loop. It offers such a surplus of joy and intrigue that it makes the term “gameplay loop” feel like an excuse for lazy designers to recycle content and waste players’ time. Yes, Deltarune is taking what feels like forever to make. However, this release is evidence of the magic this painstaking process is yielding.

The player is presented with multiple dialogue options for conversing with Susie in Deltarune. Susie is telling the player character "Sucks to be you."
This is Susie’s story as much as it is Kris’s.

The third and fourth chapters feel like a ride through flavor town before the overarching story’s stakes get higher. As the “middle” section of the game—The Two Towers of the tale—major plot turns are not the focus here. Instead, these chapters add substance and context to what we already know. Both Susie and Ralsei evolve into more complex characters than their portrayals in the opening chapters. The main party dynamic feels stronger at its core, but there’s some underlying tension developing as well. Fox is leaving delectable trails of breadcrumbs for fans to obsessively speculate on where they may lead. 

I’ll throw in a critique before gushing out more praise. If there’s one aspect of Deltarune I expected to bring more to the table in these chapters, it’s the combat mechanics. In regular encounters, mind you. Learning to dodge enemy attack patterns and Act-ing with your companions is still a consistently fun exercise. The issue is these battles rarely feel threatening. And since the game hands out currency so generously, I started wishing for an Escape mechanic after I had already recruited a monster type. Maybe I’ve just played Undertale and some of its related properties too many times, but I found myself occasionally getting tired of going through the motions after quickly figuring out the optimal strategy for a new enemy type. The game hasn’t introduced more skills for strategic TP use, either. 

This would feel like a larger problem if Fox didn’t keep gameplay fresh in myriad other ways, or if the bosses weren’t so cleverly designed and nicely balanced. One of them abruptly swaps through minigame challenges throughout its phases. Another has your Soul (the red heart the player controls) navigating dark mazes of increasing complexity to reach a key and make for the exit—but spend too long doing so and a nerve-wracking pumpkin will start chasing you. The game continues its trend of featuring one major secret boss in each chapter, which still represent the peak of Deltarune’s combat design (and music!) in their own creative ways.

A battle sequence shows a giant red pumpkin chasing the player's Soul as it navigates a maze.
This stupid pumpkin had no right to raise my blood pressure as much as it did.

Each chapter’s core mechanical and narrative premise further mitigates the above critique. Coming in right from a replay of Chapters 1+2, I loved Chapter 3’s giddy experimentation. The Dark World takes place in Kris’ TV this time around. Mr. “Ant” Tenna, a hyperactive TV show host who straddles the line between friend and narc, presides over this area. Unlike the rest of the pixelated cast, Tenna is an (unusually large) pre-rendered 3D model. He feels like an aesthetic reference to the characters from Moon: Remix RPG Adventure, a known inspiration for Undertale. His excessive dialogue and goofy animations are a constant source of amusement throughout the chapter.

For most of Chapter 3, your party are guests in Tenna’s game show. This primarily involves playing “The Legend of Tenna,” an 8-bit Zelda-style game. That’s right. The developers made a whole mini-Zelda for this chapter that you play in segments. Susie and Ralsei join you with their own controllers and get up to amusing shenanigans as you explore. It’s so. Damn. Charming. Props to the team for programming these AI-controlled sprites to feel like your squad is actually there playing the game with you. Mix in some hilarious quiz segments, a handful of fun minigames, and an incentive to perform perfectly in battles to achieve S-Rank on Tenna’s show, and you end up with a delightful few hours of game.

The cast sits on a couch playing The Legend of Tenna together. Susie got a Power Croissant in-game.
One of the only instances of couch co-op left in modern gaming.

Chapter 4 begins with an incredible sequence in the Light World where Kris and Susie visit Noelle’s house and some strange events ensue. Once you reach the chapter’s Dark World, it plays more conventionally than Chapter 3. The return to familiarity is a sensible follow-up. The setting is more moody than previous chapters, which feels appropriate considering its focus on fleshing out the world’s lore. It’s a striking mix of a library and chapel. The lighting is sombre, the music reverential. Glass windows depict The Legend of Delta Rune’s prophecies. And the chapter’s central character—a cunningly wise old tortoise Undertale fans will recognize as reminiscent to Gerson—subtly questions the certainty of your party’s pre-destined fate.

Chapter 4 is also quite long, and this is where I first felt Deltarune’s combat stagnate a little. It doesn’t help that it has the fewest enemy types of all chapters for some reason. Yet progression from room to room yields consistently interesting dialogue, eye and ear candy, and new or expanded exploration mechanics. Puzzles vary from rearranging bookshelves to open new paths and navigating dark rooms based on sound projections, to using a new tool to climb through obstacle courses. With this chapter, Deltarune has fully revealed itself as a true RPG epic.

The story’s “weird route” can be continued in Chapter 4 if you started it in Chapter 2. Chapter 3 contains hints of this alternate story path baked into its one route, revealing its existence more clearly to those who didn’t clue into its very specific conditions in the previous chapter. Without giving anything away, the context around the new story developments makes the thematic direction of this route even more intriguing.

In a climbling sequence, Kris must jump to Susie for help reaching the next spot.
Deltarune’s onslaught of mechanics elevates the sense of spectacle it goes for.

If Undertale’s story deals in the innocence or corruption of childhood, Deltarune is about adolescence. It’s not as clear and purposeful as its predecessor, partly because it has the tough task of following up on an experience that feels perfectly coherent, but also because it goes bigger. It is messier but admirably wide-eyed in that messiness. That’s clear enough from the scope, though it truly comes into perspective with the characters. Undertale’s characters had immediately endearing personalities as well as depth, but what you saw was generally what you got. Deltarune’s teenagers are quite the opposite.

The way they present themselves and unravel reveals baggage from close relationships and internal conflicts. The cast is dealing with social and existential dilemmas fitting for their age, and Toby Fox’s writing extends enormous empathy while revealing their baggage slowly and purposefully. Undertale’s quirkiness served a purpose in characterizing monsters as adjacent to yet distinct from humans, and it made for plenty of hilarious dialogue. There’s still plenty of laugh-out-loud quirk in Deltarune’s writing, but there’s also clearly more care toward conveying emotional nuance. Just like the Fight/Act commands are no longer a simple binary, it takes more nuance than good/evil to understand these characters.

As if there was any doubt, Deltarune’s two new chapters build on the foundation of its predecessors in ways both expected and unexpected. There is a level of care here extending through design, aesthetics, and storytelling that is impossible not to marvel at. From the kitschy experimentation of Chapter 3 to the grandiose presentation of Chapter 4, Deltarune is becoming harder not to pay attention to and tip one’s hat at. My recommendation? Play it now. And play it again later. There’s literally nothing else like it. Purchasing the game will get you all the remaining chapters released as expansions. Enjoy the ride so far—and the suspense before the next drop.

  • Graphics: 95
  • Sound: 95
  • Gameplay: 95
  • Control: 95
  • Story: 95
94
Overall Score
(not an average)

About our grading scale

Review by · July 4, 2025 · 12:00 pm

We make the most of the one life we have by layering it with diverse experiences and developing meaningful connections with others. Fantasy Life i: The Girl Who Steals Time seeks to replicate this intricate tapestry by weaving together a variety of gameplay styles and risks becoming a “Jack of all trades, master of none” in the process. While Fantasy Life i‘s many facets each have their own strengths and imperfections, the game is still a cohesive experience that manages to capture some of the best elements of its many influences.

Fourteen classes, which the game calls “Lives,” are at the heart of Fantasy Life i. Once you unlock a Life, you can seamlessly swap between them as you go about your adventure. The Lives also support each other, allowing you to be entirely self-sufficient. When you see a fish’s shadow in the water, you can brandish your fishing rod with the press of the A button and reel in the day’s catch. You can then make your way to a crafting table and cook that fish into a meal that temporarily improves your gathering ability. To make the most of that buff, you can mine ore from the nearby deposits and forge it into a weapon to improve your Combat Life’s stats. This can help you take down a tough monster, which an NPC requested you defeat. You can then use the money reward from the request to purchase new crafting recipes from the game’s many vendors, starting the cycle anew.

You repeat this cycle across the numerous worlds of Fantasy Life i, some of which will be familiar to fans of the Nintendo Switch’s impressive game lineup. Fantasy Life i’s world is split into three groups: the present, the past, and Ginormosia. Just like how each Life supports the rest, exploring one world enriches your experience in the others. There are four islands in the past, each with materials to gather, dungeons to explore, monsters to battle, and NPCs to assist. In Ginormosia, you begin to experience déjà vu: the large island has 15 sections, each with many hidden discoverables. There are shrines with puzzles to solve, little green plant-like creatures called Leafe to find, and towers that reveal the area’s map details when you activate them with your tablet. Yes, you read that right: one-third of Fantasy Life i is a miniaturized The Legend of Zelda: Breath of the Wild.

A Fantasy Life i screenshot with the text "Obtained recipe for Hoe of Time!"
Finding legendary recipes is only half the battle—you also have to obtain ingredients, which opens the path for even more exploration opportunities.

While understandably not as extensive as the actual Breath of the Wild, exploring Ginormosia is still an enjoyable activity that easily distracts you from progressing through the game’s main story. Ginormosia’s diverse areas offer plenty of collectible materials to help you with crafting or completing NPC requests. If you’re especially thorough in your exploration, you’ll even find exclusive recipes for legendary weapons and tools. The best things you can find in Ginormosia, however, aren’t really things at all, even if they might look that way: Strangelings.

Strangelings are people transformed into inanimate objects. You can randomly obtain Strangelings by defeating certain enemies throughout the game, but you’re guaranteed to rescue one when you solve a Ginormosia shrine puzzle. In your home base in the present, you can restore Strangelings to their human forms using Celestia’s Gifts, which you get by sprucing up the island your base is located on. This contributes to part of Fantasy Life i‘s positive feedback loop, since the Strangelings you restore help you out with your Lives as well as your base. Up to three restored characters can join you on your adventures, and they contribute based on their own Life. Combat-focused characters join you in battle, while Gathering-focused characters join you when you start to mine ore or chop trees. When you’re ready to craft something, you can assign up to two characters with the appropriate Life to help you, boosting your crafting stats and even offering other bonuses as you increase your friendship with them.

A Fantasy Life i screenshot of Colin joining the player's island. The text reads, "Colin joined the island!"
In a cute extended reference, most of the islanders are characters from the original Fantasy Life.

When you’re not actively pursuing your Lives, the characters you’ve rescued can help you clear out rubble in the area around your base, providing more room to build houses or decorate with the furniture you’ve crafted. Developing your base’s island, building houses for your residents, and renovating your own home all contribute to your island’s star rating, and the better your rating, the more Celestia’s Gifts you can obtain each day and the lower the cost of reverting a Strangeling becomes. And as you progress through the game’s story, you also unlock landscaping features including elevation, waterways, and paths. If all of this sounds strangely familiar, that’s because Fantasy Life i‘s present day is a scaled-down replica of Animal Crossing: New Horizons, right down to the daily activities presented as stamp cards that grant you extra Celestia’s Gifts. As distinct as the home base gameplay is compared to the rest of the game, it’s a great place to settle down and make use of the skills you’ve developed and items you’ve crafted in the past and Ginormosia.

Unfortunately, for all the emphasis it places on togetherness, Fantasy Life i‘s biggest weakness is in its characters and the story surrounding them. While there are some charming cast members, such as a group of usually angelic-singing Leafes starting a death metal band called “Death Ghost,” the characters are almost always uninteresting. Characters in the main story help each other because helping others is the right thing to do. It’s a respectable mindset to abide by, but it stifles the characters by flattening their motivations. Outside of the main story, islanders have generic chats with each other, but nothing that deepens their individual personalities or relationships.

A Fantasy Life i screenshot of a Leafe named Johannes wearing black makeup and spiked cauldrons saying "...DEATH!"
Johannes is Fantasy Life i‘s best character, and no, I won’t be taking any feedback.

The minimal voice acting also does the cast no favors. You have to endure all-too-repetitive one-liners from your party members during exploration which don’t add any depth to anyone, like the miner Duglas insisting you “Show [him] what you’ve got” every time you start a gathering activity. Story scenes aren’t fully voiced, instead opting for “generic” bite-sized voice clips assigned to each text box. Where this execution fails is how the clips almost never match the severity or context of the assigned dialog. An especially egregious example is a series of scenes with the edgelord character Glenn’s voice always saying flatly, “Heeeey, over heeere” even when you’re already next to him, followed by a dangerous battle that leaves characters seriously hurt. One of the main heroine Rem’s voice lines during this scene includes a demure “Excuse me…” when her written dialog is a panicked, “Outside, quickly!” The stark dissonance between what a character says and what their voice line says further distances your connection to them, and is shocking for a game that otherwise emphasizes cohesion.

The story connecting the game’s distinct facets is also lackluster. There are some endearing story beats, like being led through a Lost Woods-style forest by following Death Ghost’s headbanging beats, and a few heartfelt tropes like flashbacks showing the villain before his fall. But they don’t manage to deepen the overall surface-level narrative. Characters want to go on adventures, and as they do, they get to help each other the same way the different time periods and Lives intertwine—it’s a lovely sentiment, but lacks elevation due to the underwhelming cast. In the grand scheme of the game, it’s easy to overlook Fantasy Life i‘s story as you get caught in the loop of exploring, gathering, crafting, and building your home base. But in order to unlock all the game has to offer, including all the Lives and base camp upgrades, you have to trudge through the main campaign. It’s a minor inconvenience, but a distraction all the same from the game’s best features.

What Fantasy Life i does best is bringing together different game styles and having them work together in such a way that it becomes very easy to get caught in its cycle. Although some minor hiccups are afoot, the game is ultimately greater than the sum of its parts, just like what happens when you bring together all sorts of experiences to contribute to a rich, intricate life tapestry. The implementation of gameplay from some of the Switch’s “greatest hits” also makes Fantasy Life i feel like a spiritual send-off, synthesizing blasts from the system’s past in a way that keeps them fresh for the game’s future. Fantasy Life i: The Girl Who Steals Time is a time-stealer, ensuring its most important features are fun and relevant to the rest of its offerings.

  • Graphics: 85
  • Sound: 70
  • Gameplay: 90
  • Control: 75
  • Story: 60
80
Overall Score
(not an average)

About our grading scale

Review by · July 2, 2025 · 12:00 pm

If Lucille, late blues icon B.B. King’s immortalized guitar, could talk… oh, the stories she could tell! Francesca, WWE wrestler Xavier Woods’ trombone, is a famed character unto herself in pro wrestling lore. I named my #1 bass guitar Hepzibah. We’ve had many adventures together, and she’s even had some interesting adventures without me that I wish she could tell me. If you’ve ever talked soothingly to your car while wrenching on it, view your go-to chef’s knife as a beloved companion or loyal friend more than a mere tool, then Date Everything! might be for you. Date Everything! is a game where saying, “I have a date with my couch” literally means going on a date with your couch. Date Everything! is as delightfully wacky as it sounds and I approve of this nonsense!

Date Everything! is a sandbox-style dating sim where you walk around your house, interact with various objects who manifest into human-esque dateable beings (some of whom require point-and-click style problem solving to find), talk to five of these characters a day, and build personal and relationship stats through your interactions. Time of day plays a part in interactions as well, so keep note of characters’ schedules. The game’s nonlinear nature means that storytelling often feels out of order, particularly when various characters’ stories intertwine, but it’s nothing astute gamers can’t wrap their heads around.

Date Everything! has a silly-yet-amusing overarching narrative and multiple endings, including variations of “leave early” endings you can initiate at almost any time (I can’t call these bad endings, especially since my favorite version did not feel “bad”). Date Everything! is more about the journey than the destination, though. How you journey through the game, exposing the myriad characters and watching their dramas unfold, is up to you.

Your house in Date Everything with an overview of the living room.
Ahh, home sweet home.

100 objects in the Date Everything! house, from physical objects like your desk to conceptual ones like existential dread, all transform into the various characters. With so many characters to interact with—all possessing an array of personalities, body types, genders/gender identities, ethnicities, and other traits— everyone will find favorites. Not every character is deep or even likeable, and some carry surprising baggage. Regardless, they all come to life thanks to Date Everything!’s golden combination of compelling writing and expert voice acting. The game issues content warnings (that also offer the option to skip story paths with no penalties) throughout. It’s possible to turn them off, but I kept them on because Felicia Day’s character narrates them, and who doesn’t want more Felicia Day?

Each character arc in Date Everything! has three possible outcomes: Love, Friendship, or Hate. Most are fairly short, so the game encourages you to, literally, “date” (befriend or hate) everything. Hate outcomes still award the game’s equivalent of experience points but lock out the best possible ending. I did not mind getting a few Hate endings and just moved on to other characters before trying new things in New Game +. Date Everything! is designed to be a low-stress, go-with-the-flow experience, unlike, say, Clannad, where it’s tempting to save scum because mucking up the most obscure and minuscule courses of action collapses intended paths like a game of Jenga. Think of Date Everything! like a Suikoden game in that you don’t need to collect all 108 stars of destiny to get a good ending.

Date Everything! Screenshot of Harper the hamper accusing her laundry partner of cheating.
OMG drama!

The cozy, first-person, 3D polygon house you navigate looks decent, but the visual highlights are all the lushly drawn, energetically designed, and delightfully expressive character portraits. Artist Erin Wong brought her A-game with Date Everything!’s remarkably varied ensemble cast. Characters generally have a more Western comic-style look, but their design accoutrements have campy, anything-goes, anime flair. For example, I liked one character’s rockabilly/psychobilly mohawk hairstyle made of book pages. I was always giddy to discover new characters, and even those I didn’t care much for looked amazing.

I am an absolute sucker for soundtracks with character themes and Date Everything! has over 100 character themes! Not only that, but every character theme is quite good. Character themes perfectly encapsulate their respective characters through many genres and styles of music. I felt the heart and soul that the team of composers and musicians put into the music. I cannot tell you my favorite pieces because that would reveal characters you should discover for yourself. Given that Date Everything! is the brainchild of a voice actor collective and features an Avengers: Endgame gathering of apex voice actors (all from our favorite games and other multimedia), words cannot describe how epically awesome the acting is.

Date Everything! Screenshot of a phone home screen that doubles as a game menu.
Is there anything smartphones can’t do nowadays?

As good as Date Everything! is, it suffers from suboptimal controls. Walking around the house feels slippery, and navigating menus feels clunky with a gamepad. The play controls and menu interface are better optimized for WASD + mouse usage. The default button/key mapping is not my favorite, and I badly wanted to remap the keyboard hotkeys and gamepad buttons to my liking. Even a simple option to swap WASD with the arrow keys to accommodate lefties would be welcome. With so much love and thought put into Date Everything!’s other components, it’s a shame that play control received so little. 

Date Everything! is more than the sum of its individual components. It may not have the best graphics, gameplay, control, or story, but the heart, soul, and addictiveness of Date Everything! cannot be codified into numerical scores and categories. Simply put, Date Everything! rocked my world more than I expected it to; I spent more time playing it than I care to admit. It’s not a game for everyone, but if it’s your cup of tea, you will drink it with gusto.    

  • Graphics: 83
  • Sound: 92
  • Gameplay: 79
  • Control: 65
  • Story: 80
82
Overall Score
(not an average)

About our grading scale

Review by · June 28, 2025 · 12:00 pm

Coming off the heels of two widely successful games, Kingdom Hearts II had a high bar to meet upon its release in 2005. More than meeting expectations, it was critically lauded and, like Kingdom Hearts before it, later received a definitive Final Mix re-release, which did not see Western gaming audiences until 2014 as part of Kingdom Hearts 2.5 HD ReMIX. Some years later, it is worth re-examining Kingdom Hearts II: Final Mix and seeing how well the sequel’s various aspects hold together, especially considering its pioneering influence in popularizing and revolutionizing the ARPG genre. 

Kingdom Hearts II opens with an entirely new character, Roxas, in an unfamiliar location, Twilight Town. Here, he spends time with his friends during the last week of a waning summer vacation. The town, with its peaceful music and tranquil atmosphere, begins to experience strange happenings: citizens suddenly can’t say certain words, thieves are on the loose, and the world begins freezing, stuttering, and behaving unusually. Worse yet, peculiar grey monsters start appearing, as do strange characters in black cloaks, who are seemingly after Roxas. 

To add to the disarray, the screen fades away occasionally into static, cutting to scenes from the first Kingdom Hearts and to shadowy figures who spout unfamiliar jargon, talking of “The Organization’s interference” and of restoring and waking a sleeping Sora, the first game’s protagonist. Eventually, Roxas discovers that he is in a simulation and, fighting his way down into a mysterious mansion, he finds Sora asleep in a pod and realizes that his existence is now null and void, lamenting, “I guess my summer vacation is over.” Fade to white and cue the title. 

A screenshot of Sora with Piglet and Pooh in Kingdom Hearts 2.5
Your fan favorites make a return!

Spanning a few hours, this atmospherically daring opening segment drastically differs from the first game. While the tutorials are a bit lengthy, it is an engrossing opening and firmly establishes the game’s more mature tone and identity. It carries a somber, dreamlike, and unusual mood that beautifully sets up an unbelievable amount of intrigue as to what just happened. This is especially true if one has not played the more obscure GBA intermission, Chain of Memories, which helps to partially explain some of the opening’s events.

After Sora wakes up alongside Donald and Goofy, the reunited trio embarks into the real Twilight Town, notes the continued existence of the Heartless, and eventually sets off to various Disney worlds to discover the truth behind the “Organization” and find their missing friends. Along the way, a newly resurrected Maleficent and her minion, Pete, harness an army of Heartless and terrorize Sora and company throughout the journey. 

The remainder of the plot and the overarching adventure that ensues, for the most part, is serviceable. However, in the context of its extraordinarily promising and compelling opening, it feels like a colossal letdown which suffers from atrocious pacing. The story sees Sora slipping into various worlds—some old, some new—each with a largely self-contained plot. Each area usually contains brief, unrelated bouts of shenanigans from the largely irrelevant and dull Maleficent and Pete or, more interestingly, the Organization. 

While Kingdom Hearts’ worlds feel like lovingly crafted homages to the source material, each with their own unique designs and semi-original adventures, Kingdom Hearts II’s are significantly more derivative. This staleness often combines with a level-design dominated by linearity and lack of detail or surprises, which reduces the potential for exploration. Most of these worlds aren’t terrible or even necessarily bad, though. Visually, the game’s levels are gorgeously crafted, and each area and its characters are, for the most part, accented by top-quality voice acting that keeps the various worlds interesting, at least on a surface level.

The Timeless River world exhibits the series’ Disney-based content at its absolute best, with the bit-crushed sound effects, classic animation design, and old-timey cartoon-based Heartless enemies all combining to form a smile-inducing, adorable level topped off with a genuinely creative, slapstick-like boss fight with Pete.

On the flipside, the Pirates of the Caribbean level sees Sora trudging through a rehashed, condensed—but still somehow exhaustingly long—retelling of The Curse of the Black Pearl with a voice actor for Captain Jack Sparrow who is clearly not Johnny Depp, but is trying very hard to be. And while the world independently looks fantastic, it clashes with the game’s art style in a peculiar, jarring way. Irrespective of the admittedly fun, bombastic Pirates of the Caribbean battle theme, this area is indicative of Kingdom Hearts II at its worst: an amusing but ultimately cheap theme park ride.

Kingdom Hearts 2 Pirates of the Caribbean Sora laughing with Captain Jack Sparrow.
At least Sora had a good time!

Nevertheless, the story and overall game have interspersed sparks of intrigue, especially towards the midpoint and ending. While some of this has to do with finally delivering on plot and character moments (to varying effects), Kingdom Hearts II’s true ascent into greatness is through its combat and gameplay. 

Being significantly more action-oriented and leaning more into the “A” in ARPG, Kingdom Hearts II plays considerably faster and grants a wider plethora of combat options than its predecessor. This game introduces two new mechanics: Reaction Commands and Drive Forms. 

Reaction Commands are time-sensitive and context-based events where, if you hit triangle, Sora will perform a highly choreographed special attack. The various enthralling somersaults, flips, and slides are a joy to execute, and help keep combat encounters fresh and exciting. While they become a bit too prevalent or overpowered at points, they are a net positive, especially in elevating the game’s various, mostly exciting boss fights. 

On the other hand, Drive Forms are unique, specialist-based forms Sora acquires throughout the game and, by using the “Drive Meter,” which fills up from defeating enemies, Sora can transform into one of the various forms, each with their own special attacks and movement abilities. For example, the red-colored Valor Form increases Sora’s jump and enables dual-wielding Keyblades for maximum physical offensive output, whereas the blue-colored Wisdom Form allows Sora to dodge faster and further, skate around, shoot rapid-fire magic bullets, and use more powerful magic spells. Functionally, these forms are beyond useful; switching to Valor Form and completely obliterating a group of enemies is ridiculously fun, and these are easily the game’s biggest mechanical highlight. 

Like the first game, you also have powerful summons; however, they now use the Drive Gauge and stay on the field in place of Donald and Goofy. While there are only four summons, each one is deliberately designed for a specific gameplay niche and their unique, toggleable, and powerful abilities help them to stand out.

Both magic and Limits use an MP bar that goes through a recharging period dubbed “MP Charge,” which, once exhausted, leaves Sora unable to use magic. While both are powerful tools, curative magic and Limits fully exhaust the MP bar no matter how full it is, which is a smart decision to curb spamming magic and maintain game balance. The sheer number of approaches you have for combatting various enemies and bosses throughout each level lends the game an incredible amount of replay value and variety, and it is thoroughly engaging.

That said, the execution of the combat in some later sections of the game does leave a bit to be desired, which will likely be evident for players more skilled with ARPGs. The game’s balance, especially on easier difficulties, falls exponentially within regular combat encounters about halfway through. While the Critical Mode difficulty alleviates this significantly due to starting you out with better movement and combat abilities, there is a clear and stark divorce between the game’s skill floor and ceiling, which leaves the overall experience uneven and difficult to tailor without some foreknowledge.

Kingdom Hearts 2 2.5 HD Remix Xigbar of Organization XIII
Who is your favorite member of Organization XIII?

Even so, Kingdom Hearts II delivers masterful culminations of its combat mechanics throughout, elevating the game to stratospheric heights. Numerous boss fights are breathtaking, and the battle against 1,000 Heartless enemies at the game’s midpoint, beyond being a technical marvel for the PS2, is a stunningly thrilling encounter. 

Further, every Organization boss fight—several of which are exclusive to the Final Mix edition—is a unique, themed encounter that forces utilization of your entire arsenal, and all of them stand out as special and memorable. Particularly, the postgame refights against Organization XIII and the game’s two superbosses are some of the greatest, most thrilling boss fights in any video game to date, period. 

Kingdom Hearts II’s standout moments and fights shine even brighter due to Yoko Shimomura’s magnificent score, especially with the robust orchestrated tracks in the 2.5 HD Remix. This game is a case study in Yoko Shimomura’s masterful conveyance of emotional depth through music; “A Fight to the Death” spins with dizzyingly exhilarating piano flourishes paired with sweeping, dueling string sections evocative of the intense battle it plays in. The theme of Roxas, especially in “The Other Promise,” exudes existential torment, rage, and devastation with frantic, rollercoaster-like piano crescendos and mournfully insistent flutes. If players come away with a powerful emotional impact from the characters, Shimomura’s score is a major reason why.  

All in all, Kingdom Hearts II is a tremendous accomplishment, and while it occasionally fails in consistently executing at the absolute highest level on its best elements, especially regarding the plot and worlds, it remains consistently engaging due to its high production value, riveting gameplay, stellar boss fights, and superb postgame content. For anybody who loves and appreciates ARPGs, it is a foundationally tremendous, if slightly imperfect, titan of the genre.  

  • Graphics: 90
  • Sound: 99
  • Gameplay: 92
  • Control: 87
  • Story: 77
85
Overall Score
(not an average)

About our grading scale

Review by · June 26, 2025 · 12:00 pm

In the not-so-far future of 2029 (okay, it’s slightly farther from Deus Ex: Mankind Divided’s 2016 release), the world is still reeling from the “Aug Incident” that struck two years earlier, as depicted in Deus Ex: Human Revolution (2011). Humans—or “naturals”—are disconcerted and distrustful of their mechanically augmented brethren, Augs—or, derogatorily, “clanks”—and even Aug-progressive cities have become volatile police states filled with armed guards and forcible checkpoints. Mankind is indeed divided. Gruff Aug protagonist Adam Jensen is back, now working for the Interpol group Task Force 29 while playing double agent for the underground rebel group the Juggernaut Collective. Agent or hacktivist; those juicy roles are ripe for playing, as you can choose just how “punk” you want to be in this impressively written cyberpunk setting.

When I played Human Revolution in 2011, I was annoyed by Adam’s gravelly voice and seemingly tryhard toughness, but I realize now that the market of no-nonsense military types was simply oversaturated in the PS3 era. Adam really grew on me within a few hours of Mankind Divided for how competent and sharp he is. No matter the choices one makes in the semi-branching storyline, his dialogue is informed and convincing, making me feel like the smartest guy in each room. Not only that, looking beyond some of the action movie banter with MacReady in the opening mission and the dialogue of the boring, one-note villain (no spoilers who that is), the game is intelligently written, including a very wry sense of humour unfortunately reserved for sidequests. If games like Cyberpunk 2077 are aping the edginess of, say, William Gibson’s landmark novel Neuromancer (1984), the Adam Jensen Deus Ex games are closer to Gibson’s later, more grounded novels like Pattern Recognition (2003). It’s rated “M” for mature less in a drugs-and-killing way and more in a techno-conspiracy, kids-will-leave-the-room-with-disinterest way, and I appreciate it more in the near-decade since its release.

Deus Ex: Mankind Divided screenshot of player hacking an enemy attack drone in a sci fi city setting.
Wave “hi” to the killer police drone!

Gameplay-wise, Mankind Divided is very similar to the systems revolutionized in Human Revolution. You generally infiltrate army compounds, banks, and big tech offices, choosing to go lethal or non-lethal, stealthy or guns and robot fists blazing. I opted for the “shooter” control scheme (the others seemed nonsensical to me), though the emphasis is less on blasting and more on the “immersive sim” elements, a term I’ve seen increasingly thrown around for story and systems-heavy shooters like the BioShockSystem Shock, and Dishonored series, with the latter playing very similarly to Deus Ex. Going stealthy and non-lethal the entire game (I zapped, tranqed, knocked out, but killed not a single soul) meant that I spent a lot of time crawling through vents and hacking doors and personal computers. RPG elements, aside from dialogue choices and commanding plot direction, come in the form of slotting augmentations for Adam using “Praxises” gained by leveling up. You can level up your x-ray sight, strengthen your arms for melee moves and moving heavy items blocking vents, augment your lungs with a rebreather to avoid gas, and so on. It’s worth noting that though the game’s 12-hour or so story feels perfect for replays with new abilities and styles, nothing is stopping you from switching up your playstyle at any time, if the urge to kill so compels you.

Every skill from Deus Ex: Human Revolution is present, and you even get to play with the full shebang in the opening mission’s ‘abilitease.’ New to Mankind Divided are more experimental abilities like the Icarus instant dash that overclocks your system, meaning you must sacrifice and forever block out another experimental ability to rebalance yourself. You only need a few Praxises to fully level most skills, which means that you can very quickly play exactly how you want, but this also means that the latter half of the game’s leveling feels less important, and the difficulty of the second half drops immensely. Going silent and nonlethal was extremely frustrating for me during the mid-campaign ARC infiltration mission in the Aug shantytown Golem City (and changing difficulty does little to nothing to affect stealth), but the final few missions were laughably easy, to the point where I non-lethally dispatched the final boss within seconds. The enemies don’t really get tougher, and the security systems don’t really change—Adam just gets stronger. Oh, and those widely panned boss battles from Human Revolution? Gone here, and good riddance.

Adam Jensen takes cover behind a police cruiser as armed police patrol. An armored man points at a lovely rainbow of drugs.
Plenty of armed state police to keep Augs in, erm, Czech.

While the Deus Ex series has always had you globetrotting mission to mission, Mankind Divided is a relatively small-scale story taking place mainly in the city of Prague, with a few major story missions taking you to other notable countries I won’t spoil. Prague in-game is a unique and fully realized setting, with tons of believable near-future details and just enough real-world accuracy. I just happened to have visited Prague a month before playing and was impressed with the game’s visual touches, like the red slate rooftops in some neighbourhoods and the skyline of Prague Castle and Charles Bridge in the distance. Prague is an open setting, and in terms of size, it’s what you’d call an inch wide and a mile deep, considering the variety of approaches you can take with everything. Between major story missions that transport you to locales familiar and exotic, you can find side missions in Prague with as much, if not more, content than the main missions. These get locked off when you continue the main story, but the game will warn you when it’s your last chance to complete certain side missions. Be warned, many later missions build off your completion of those earlier, so if you want to see everything, you must do all the side missions in Prague as they become available.

Prague itself and the story missions in general are very tightly designed. The timing of things like door hacking, security camera (and turret) pans, and guard patrols line up beautifully so that you’ll always face a challenge unless you play this thing loud like Call of Duty, in which case a lot of difficulty and design are trivialized in my opinion. Levels have a nice sense of verticality, and enemy sightlines are realistic and unforgiving, meaning simply crawling in a vent or perching just above baddies will do nothing to hide you. The levels are designed brilliantly, and most skills revolve around your interaction with the environment—busting down breakable walls, say. Then, too, there is the way the camera switches to third person when you press up against a wall for stealth, and your HUD will show walls you can command Adam to run to. The opening mission in Dubai does well to tutorialize the basics, though later elements of the game are poorly (and sometimes never) explained, like what the various items in the hacking minigame do or how to deal with laser tripwires, in which case there’s an annoying sense of trial-and-error for people like me who are rusty with the series. You can save almost at any time, which I recommend you do if you don’t want a single misstep to completely ruin your sneaky infiltration.

Players use their robotic arm to shoot a blast of air at an enemy soldier.
“Go-go-gadget, rocket punch!”

For the soundtrack, composer Michael McCann returns from Human Revolution, joined now by Sascha Dikiciyan (who contributed to Mass Effect 2 and ME3, which sound quite similar to this game) and Ed Harrison. The soundtrack is musically less melodic and theme-driven than Human Revolution, but I love the more ambient, moody way it heightens Mankind Divided’s tense setting, becoming more agitated and rock-influenced as the action ramps up. I’d call both Adam Jensen Deus Ex soundtracks underrated gems that far surpass the sci-fi soundtracks of Hollywood in the past fifteen years. Mankind Divided’s sound design is sleek yet impactful when clocking soldiers in the face or stun-gunning enemies. The voice acting, too, holds up excellently for the main cast, especially Adam, TF29 Director Jim Miller, and sullen-tempered pilot Chikane. Enemy banter, including that from the main villain, is typical of game thugs, from the pseudo-Eastern European accents to the hilariously passive-aggressive state police (“Watch yourself, clank!”).

Aside from the main story, Breach mode is an online-connected series of challenge rooms visually and conceptually similar to Metal Gear Solid’s VR Missions. This mode is serviceable considering it’s more Deus Ex gameplay, but it’s entirely skippable and its absence won’t negatively affect your experience. The companion app, aspects of which occasionally rear its ugly PS4-era head, has also been defunct for years, but again, that won’t affect you in the slightest. If anything, the controversial DLC and microtransactions that haunted the game’s original launch (in a very cyberpunk megacorporation kind of way, I might add) are now forgotten and inconsequential ghosts in the machine, allowing the campaign to stand more proudly on its own.

Players exchange fire with enemy soldier programs amidst a room full of lasers.
I just wish they had explored Breach mode’s cool holographic style more in the story!

As said before, even though this game has been out for nearly a decade I’ll avoid story spoilers, but know that it has writing and world-building worth experiencing. The ending, unfortunately, is rather abrupt and unfulfilling, clearly leading into a third Adam Jensen Deus Ex game that I fear we shall never see, considering the tragic handling of this franchise by those who’ve passed developer Eidos Montreal from hand to hand. Though it doesn’t propel the series forward in the way Human Revolution did, everything in Deus Ex: Mankind Divided is finely improved, finely tuned, and holds up a console generation later. It’s a great game on its own, but ending the Deus Ex series this way is akin to ending a great song at the bridge.

  • Graphics: 86
  • Sound: 90
  • Gameplay: 88
  • Control: 82
  • Story: 85
85
Overall Score
(not an average)

About our grading scale

Review by · June 25, 2025 · 12:00 pm

In 2011, Deus Ex: Human Revolution revitalized a franchise, garnering heavy praise yet alienating fans of the original who sought a faithful “immersive sim” follow-up. Two years later, Deus Ex: Human Revolution Director’s Cut launched to PC and all current consoles, including the series’ first foray into Nintendo territory (Wii U). This Director’s Cut added the standalone Missing Link DLC into the full product, refined some key dialogue and boss sequences, and cleaned up some other loose ends with combat and animation quality. In my opinion, it’s the definitive version of the game to play.

Regardless of the version you’re playing, however, questions remain: did this game stand the test of time? How does Human Revolution fare when playing it in the year 2025?

Honestly, I’d say it’s pretty swell! Mission-based action RPGs have certainly grown as a genre since 2011, so at times, I find myself imagining alternative mechanics and branching narratives that would make for a better experience today. Nonetheless, I enjoyed my brief return to Detroit, Hengsha, and Panchaea.

As I explored the world of DX:HR, I couldn’t help but think of the timeline built by this franchise. The original Deus Ex takes place in the year 2052. As a prequel, Human Revolution jumps back to 2027. Among the settings in this gritty dystopia, few predictions have come to pass. Mechanical and neurological augmentation is largely hypothetical and nothing like the unregulated mess and us/them dynamics of this series. Though we have anti-vaxxers in our post-COVID world who refer to themselves proudly as pure bloods, the idea that an mRNA vaccine is tantamount to a visit to a DX:HR LIMB clinic seems laughable to me.

Deus Ex: Human Revolution Screenshot, showcasing a LIMB clinic.
What will Taggart and the Humanity Front say about all these “auggies” visiting the LIMB clinic?

Additionally, much as large language models boast impressive features and can serve as useful tools, I don’t think ChatGPT and its ilk can hold a candle to the global media-controlling AI, Picus Media’s Eliza Cassan. If we move from LLM to AGI in the next two years, I’d be shocked.

There is also the cute reference to Final Fantasy in-game. DX:HR came to us after Square Enix acquired Eidos, so the team was able to pull a few fun references. You may run across a poster for a Final Fantasy XXVII within the game’s environs, . Yes, that’s right, twenty-seven. Square Enix is ten entries behind the aggressive fictional timeline.

My desire to analyze the game’s timeline and prognostications derives from the game’s poignant insights into the human condition. Though critics over the years have chided the game’s narrative for waxing philosophical and on-the-nose preaching about humanity’s perch on the precipice, I found myself enjoying the tale told here more than memories of my first playthrough (in 2013) suggested I should.

Beyond the grand narrative, there are the smaller stories, the character interactions, the chapter arcs and side stories. I find myself particularly drawn to the iconic voice of protagonist Adam Jensen, portrayed by Elias Toufexis. And I’m not talking about the meme-worthy line “I never asked for this,” though that is undoubtedly a great delivery. Toufexis’ delivery is at its best during the lengthy persuasion dialogues, with my favorites being the interactions between Jensen and his boss, David Sarif (voiced by Stephen Shellen), and the climactic dialogue between Jensen and Hugh Darrow (voiced by Arthur Holden). Somehow, these dialogue sequences are more impressive to me now than they were in 2013. The dialogue and the delivery stand apart from most sci-fi and fantasy games and are on par with Geralt of Rivia (Doug Cockle) in The Witcher and Clive Rosfield (Ben Starr) in Final Fantasy XVI. If you’re wondering how I determined a sound subscore above 90%, it wasn’t just the music. In fact, much as I appreciate the Deus Ex: Human Revolution Original Soundtrack, I think it is precisely the voice acting that elevates the listening experience.

Screenshot of a sketchy man prodding Adam Jensen from Deus Ex: Human Revolution, one of the IPs Embracer Group is acquiring
“Don’t worry, Adam!” Why do I feel like Sarif is manipulating me?

As an aside, I’ll note that I saw Toufexis’ name crop up in my most recent watch on Netflix: season 3 of Blood of Zeus. I’d forgotten that Elias Toufexis plays the role of Seraphim, one of the lead characters in that show. He did a great job there, but in my mind, Toufexis is inexorably linked with the voice of Adam Jensen.

Graphically, DX:HR holds up fairly well for a game released the same year as Skyrim. One thing that strikes me about the visual experience in 2025 is that the pre-rendered, recorded cutscenes sometimes look outdated compared to the in-game graphics if you’re playing at the highest settings with a high-end PC. In the realm of PC gaming, it’s understandable how this can happen, but even so, I imagine it’s somewhat rare.

When I put the intricate story aside and focused on the mission ahead of me, I found the game just as fun and enjoyable as I had long ago. Yes, the “stick-to-wall” phenomenon with taking cover can feel a little clunky. But once you get used to it, this is a great game for stealth experience. I should note, when I first played, I went after all of the achievements, requiring multiple playthroughs with differing goals. A pacifist playthrough was hard enough, but for my money, the greatest challenge was Foxiest of the Hounds, a stealth-related achievement for never tripping any alarms or allowing any guards to activate alarms. Back then, I found this achievement a frustrating-but-fair experience. This time around? I gave it a go in the first two combat settings, then switched up to a sort of berserker play mode, the opposite of stealth. This approach only works on the easiest difficulty setting, but it was a great deal of fun!

I had forgotten just how big and how small DX:HR was — environs that feel an inch wide, though the player can dig a mile deep. The game’s first open environment is the city of Detroit. You have limited access across a relatively small area, though there is something to be said for traversing different heights as well. Alongside the main quest, you gain access to sidequests through various means, and it’s all tracked conveniently in the game’s menu. As you change from one area to another (Hengsha, Montreal, etc.), sidequests expire, so those interested in seeing everything the game has to offer need to prioritize the sidequests over the main story.

Deus Ex: Human Revolution Screenshot, showcasing the multi-tiered city of Hengsha Island.
The Midgar-esque two-tiered city of Hengsha would be so much fun to explore if only the devs had finished a hub for Upper Hengsha!

At the end of the day, I think Deus Ex: Human Revolution remains a great experience, one worth returning to all these years later. However, the caveat remains: if you’re looking for a game that plays like the first Deus Ex, that is not what you’re going to find. This is a carefully crafted narrative title with relatively few degrees of freedom in puzzle-solving, combat, or autonomy in crafting the story. I am a fan of YouTube content creator hbomberguy, and his 3.5-hour video on DX:HR from 2022 is one I’ve watched several times over. I highly recommend it, as it provides background and insight on the game’s development and outcomes compared to its predecessor. However, I would push past his conclusion that DX:HR is merely “fine.” I think it’s still a great game to play, but you just have to know what you’re into and temper your expectations. An immersive sim, this is decidedly not.

  • Graphics: 87
  • Sound: 92
  • Gameplay: 85
  • Control: 80
  • Story: 83
87
Overall Score
(not an average)

About our grading scale

Review by · June 24, 2025 · 12:00 pm

The shining reputation the first Deus Ex enjoys is no accident. Director Warren Spector has stated that Ion Storm’s John Romero asked him to make the game of his dreams without budget restrictions and with a large marketing push. Under those circumstances, visions of grandeur seem inevitable. What is not inevitable, as shown by most other Ion Storm projects, is the artistic or commercial success of the product. Thankfully, Deus Ex pulled it off with its unique blend of genres, palpable atmosphere, and sparkling quality.

In the three years since the release of Deus Ex, the technology available to video game developers and consumers had progressed by surprising lengths. Physics simulations, fancy lighting effects, bump-mapped textures, and other advances promised to further connect players to their game experiences. Applying many of these advances to a sequel to Deus Ex is a tantalizing prospect… Until you realize it’s being developed for the Xbox. This comment deserves an explanation, but let’s understand the game first.

Deus Ex: Invisible War is set around twenty years after J.C. Denton merged his consciousness with the Aquinas A.I., triggering a new dark age of sorts known as The Collapse. The sequel thrusts you into the role of Alex D, a promising agent-in-training at the Tarsus Academy, which is experimenting with cutting-edge human enhancement technologies. After a devastating nanobot bomb targeting the Tarsus Academy’s Chicago branch disintegrated a huge swathe of the city, you are transferred to the Seattle branch. This branch is then immediately attacked by a shadowy religious organization called The Order.

Aiming an electric weapon at an Acolyte in dark clothing.
An Acolyte of The Order.

Upon your escape, you meet the security forces of the World Trade Organization, whose interests sit directly opposite those of The Order. Later on you meet the Knights Templar, who are fanatically opposed to any human modification and discriminate against augmented persons. These are the main forces driving a story that transports you from Seattle to Cairo to Trier, Germany, to uncover the motivations of these factions and find your place in this mix of conspiracies. The story is a fun ride while you’re in it, nodding to our current time with commentary on the impact of artificial intelligence and a general meditation on free will in a high-tech world. Still, once it’s over and you look back on it, it’s rather flimsy and disappointing. Any potential branching of the story is betrayed by the fact that no matter how much damage you do to these factions, in the last 20 minutes of the game, they all leave the door open for you to deliver their version of a new world. The game reveals the provenance of The Order and the WTO in a way that appears intent on blowing your mind but is rather sad instead. Ultimately, the story will propel you forward, but it will not invite further reflection.

In Deus Ex games, the missions and the areas they take place in can often be well-designed and fun to play in, but the hubs between missions can be even more engaging. They are chock-full of places to explore, side quests to complete, and generally lots of details that make you believe in what you’re seeing. They don’t feel game-like, but instead like authentic places where people live and go about their lives. These sections are some of the most profoundly connecting of these games. In light of this, when one sets foot in Seattle, the first hub of Deus Ex: Invisible War, it is impossible to avoid the feeling of sinking melancholy.

The great city of Seattle is apparently a cramped series of nearly empty hallways. The time it takes you to walk until you hit a loading screen can be under a minute, but even if the whole area were seamless and load-time-free, it would be tiny for a Deus Ex hub. It gives you the impression that the technology used to power Invisible War can’t comfortably render more than three or so NPCs at once since the citizens are spread out and hidden in the corners of the narrow maze of a map. Yes, there are side quests and items to find while exploring hidden areas, but at the end of the day, what should be the most connecting part of a Deus Ex game is instead alarmingly disconnecting. The Seattle nightclub, for example, is one of the most depressing sights in the game, with its minuscule, nearly empty dance floor and cramped, deserted VIP room.

A floating droid with two gun arms and bright searchlights.
Welcome to Seattle. The bathroom is on the left.

It’s not all bad, though. Deus Ex: Invisible War sports incredible lighting and shadow effects that remain highly convincing decades later and make great use of physics simulation, with nearly every object in an area being affected by the forces acting upon it in a believable way. Even in hub areas, Invisible War puts its worst foot forward, as each subsequent hub improves upon the previous one, with Trier being particularly believable. The missions and mission maps also tend to be pretty great, with ample opportunities to sneak, hack, and fight your way to each objective.

Thus, we see a game in conflict with itself, with contradictions bearing down on contradictions in a twisting pile of missed potential. Invisible War‘s lighting and physics systems represent an admirable effort to connect you to the game world, while the moribund hub areas rip you out of your suspension of disbelief. Engrossing missions can be ruined by running out of ammo for your favorite weapon. Which is the ammo for all the weapons.

Yes, Deus Ex: Invisible War contains the absolute head-scratcher of a decision to unify ammunition across all weapon types except grenades. Yes, flamethrower ammo is the same as rocket launcher ammo, tranquilizer dart ammo, etc. Not only does this kill any sense of authenticity in the world, but it also makes no sense from a gameplay perspective, as there’s no need to conserve ammo for a specific weapon or differentiation between lethal and non-lethal weapons.

This leads to the hair-pulling state of inventory management in general. It’s easy to understand how “Tetris-style” inventory management isn’t for everybody, but Invisible War‘s “streamlined” solution causes far more problems than it solves. Every item, from a bag of chips to a heavy flamethrower, takes up one slot. Thankfully, consumables stack in the inventory, but it further plunges the concept of this inventory system deeper into madness. It makes nothing easier. On occasion, you still must go into your inventory to drop an item so you can use the energy cell on the desk in front of you to replenish your power, then pick the first item back up.

In a similar fashion, the character building boils down to a biomod system that’s paltry for a Deus Ex game. You don’t gain skill points but instead install and upgrade biomods. Some are cool and useful, like Cloak and Bot Domination, and some are not, like Enhanced Vision or Defense Drone, but it’s all rather underwhelming and fails to provide any experience of worthwhile progression. You can cultivate an unstoppable build in the first third of the game and end up with many extra biomod upgrades you can’t use because you’ve maxed out all the ones you care about.

Deus Ex Invisible War screenshot of what seems to be a maintenance or construction robot in a cave.
Thanks, Buddy.

All of this brings us back to my earlier point about how unfortunate it is that they built this game for console before porting it to PC. The early 2000s was a time when rendering techniques new to video games had generally worked themselves ahead of the hardware available to most people, so the great lighting effects and physics calculations likely took a toll on the other aspects of the game. Of course there’s a degree of speculation there, but during this time there was indeed a dismal trend of developing games for console first, then poorly porting them to PC with spotty mouse support, bad optimization, and other issues. This is the case for Deus Ex: Invisible War. One example is that the inventory design seems to favor controller inputs. Thank goodness that Eidos Montreal realized you could do decent inventory management with a controller in the prequels that followed.

As for the cramped nature of Invisible War‘s maps, it would be tempting to blame the Xbox for that as well, but it’s more likely that the Unreal 2 engine, mixed with the aforementioned physics and lighting systems that it valiantly shoulders, are more to blame. Back then, these bells and whistles were especially expensive to implement from a performance standpoint. Perhaps related factors are also the cause of the sheer amount of bugs I found. Inventory glitches occur when certain items are placed in a new precious slot instead of a stack of the same items you already possess. There are also some ear-shattering sound bugs I experienced on at least two maps when an explosion happened. Even with my volume at twenty percent, these explosions were so loud that they came out of my speakers distorted. There were also no less than three occasions where loading a save put me back about 45 minutes from where I last saved.

Dialogue options choosing between a key and master code in Deus Ex: Invisible War.
Dialogue options.

Deus Ex: Invisible War is a fun game. The missions are well-designed with many approaches to success, the story is an enjoyable ride (for a while), and it can be graphically attractive. However, its failure to live up to its predecessor is an unavoidable inconvenience. Perhaps Invisible War‘s biggest crime is that it’s not the original Deus Ex, even if there’s a lot to enjoy on its own merits. Unfortunately, some frustrating decisions and circumstances let this game down, even divorced from its heritage.

In a world that enjoys the existence of three truly great Deus Ex games plus a whole landscape of great works that carry its legacy and influence forward, there is little reason to play Deus Ex: Invisible War. After the first Deus Ex shone a ray of light into what players thought was possible in a computer game, this sequel throws a curtain over it. The greatness behind desperately reaches out through pinpricks, but sadly, it fails to warm the room.

  • Graphics: 80
  • Sound: 70
  • Gameplay: 70
  • Control: 80
  • Story: 60
72
Overall Score
(not an average)

About our grading scale

Review by · June 23, 2025 · 2:00 pm

[Editor’s Note: June 23rd, 2025 marks the 25th anniversary of the original Deus Ex. In honor of this, we have asked our review team to offer fresh looks at all four mainline games in the series. Be on the lookout for those later this week!]

Twenty-five years ago today, we were given a glimpse into the dark future. A looking glass into a world very much like our own, yet steeped in rampant experimental technology, domineering corporations, despotic governments, and shadowy, far-reaching conspiracies running through all of it. While there are echoes of those descriptors in today’s world, Deus Ex perhaps didn’t set out to be such a prescient work from the outset. Yet, their foresight into the 21st century is downright eerie at times.

Basically, imagine a world where every conspiracy theory you’ve ever heard is all simultaneously true. That’s essentially the setting of Deus Ex.

You play as JC Denton, a newly minted agent for UNATCO, the United Nations Anti-Terrorism Coalition. We learn right away that JC’s placement into the agency is a decision viewed with equal parts fervor and fear since he and his brother, Paul, are UNATCO’s (and the world’s) first nano-augmented humans.

While biomechanical augmentations such as robotic arms and legs are widely represented and accepted as a part of society in 2052, nano-augmentations are less familiar to the populace as a technology, making JC and Paul outcasts of a sort in Deus Ex society. The feeling is compounded by the fact that the nanites allow their users to do things humans normally could not, namely, turn invisible and perform feats of superhuman strength.

Together with Paul, JC’s first mission for the agency involves thwarting an attack on Liberty Island by the radical terrorist group NSF (National Secessionist Forces). From this, you soon find out that Paul has betrayed UNATCO and defected to the NSF for reasons unknown. What follows is a rollercoaster political thriller plot full of twists and turns at every interval as JC uncovers a conspiracy that reaches all the way to the top and beyond.

Screenshot from Deus Ex depicting scientists in an extremely poorly lit lab, one at a tank and one heading toward a terminal.
Wouldn’t be a sci-fi story without a mysterious underground lab.

On its own, Deus Ex‘s story is a very campy, pulpy one. I don’t mean that as an insult, but rather that it doesn’t try to take itself too seriously and is capable of having fun with its premise, thanks mostly to JC’s dry wit and deadpan delivery. If you were to read the game’s broad plot strokes as a novel, for instance, removed from all gameplay contexts, you might find it somewhat dull and uninspired. However, it’s those very gameplay contexts that made Deus Ex a one-of-a-kind narrative experience and what keeps it in such high regard to this day.

Above all else, the reason for this narrative/gameplay success is that Deus Ex functions as an immersive sim. While it certainly wasn’t the first, Deus Ex is what many consider to be the finest example of its subgenre. You see, an immersive sim is defined as being “driven by its systems.” In many ways, it’s the polar opposite of linearity in a game design sense. Immersive sims encourage full, untethered player exploration and experimentation. It essentially takes the phrase “there are no wrong answers” as a core design principle—players can tackle each of Deus Ex‘s levels and many objectives in whatever order and by whatever means they desire.

The number of times I asked a question starting with “I wonder if I can…” only for the game to immediately answer that I could is frankly staggering. This happened on every level of Deus Ex, from something as innocuous as skipping past a particularly taxing locked door by blowing it up to shortcutting entire questlines by making a series of story or gameplay decisions in a certain order. It really exemplifies how remarkable and ahead of its time Deus Ex is.

Despite being the blueprint for most beloved immersive sims of the 21st Century (Dishonored, Prey 2017, Vampire: The Masquerade – Bloodlines), Deus Ex is still roundly considered the best in the genre, and for good reason. It’s a reactive, tactile world that engages the player in a tug-of-war with its systems to see what works and what doesn’t, in ways that few games can match, even to this day.

Screenshot from Deus Ex depicting a street skirmish, with several armed soldier-like figures standing around blockades and a car in the background.
UNATCO and NSF, the two major factions in Deus Ex, seen here having a disagreement.

When it comes to approachability, that’s where Deus Ex loses a lot of people. It’s not entirely the game’s fault, only that it hails from an era of gaming where RPGs were more niche and could afford to take a lot more risks by design. With every detail, it’s clear that the team built Deus Ex for an enthusiast audience more than the average casual consumer. Further supporting this idea, the PS2 port, Deus Ex: The Conspiracy, had to redesign many of the game’s fundamentals to the point where one could argue that it’s an entirely different gameplay experience.

In my opinion, Deus Ex doesn’t put its best foot forward in onboarding new players. True, it has a training mission (accessible from the main menu) that’s fairly robust and extensive in explaining all of the game’s mechanics and ways to exploit them; however, the opening Statue of Liberty mission throws players in the deep end with a fairly tricky scenario and level layout and lets you have at it without a gradual build-up to get more intimately acquainted with its systems.

Now, I acknowledge that there probably is an optimal way to tackle this level that more or less covers those criteria, but newcomers wouldn’t be privy to that info, leading to a rather poor first impression. In fact, I put off playing Deus Ex for a long time precisely because the opening level is so overwhelming. Anecdotally, I’ve heard the same from others, too. While I’m grateful I pushed past it for this review and to celebrate the game’s 25th anniversary, I can easily see myself not bothering otherwise and continuing to play the series’ modern installments instead.

Again, this isn’t necessarily the game’s fault; in many ways, Deus Ex is a relic of its time, genre, and platform. Its open-ended playground design is both a blessing and a curse. It can be very intimidating for those unfamiliar with the other immersive sim RPGs that preceded it, like Thief: The Dark Project, System Shock 1+2, and Ultima Underworld: The Stygian Abyss, a game widely considered to be the original imsim.

It also doesn’t help that stealth, while still mostly reliable, fleshed out, and providing options and alternative routes for each of Deus Ex‘s 13 levels, can occasionally behave differently than you want or expect. Granted, this generally only applies to sneaking around enemies, with the game being touchy about what counts as “hiding in the shadows” or not. Thankfully, taking a stealth approach is merely one of dozens of potential strategies, and even then, stealth still functions well enough at the best of times.

Screenshot from Deus Ex depicting crossfire between armed soldiers.
You don’t necessarily have to take sides when street battles break out in this game.

In totality, Deus Ex presents as a game that’s a mile wide and five miles deep. Many of its components, on the surface, may not look like much, but when you take them apart and see how many moving parts there are, you can truly appreciate their worth.

This principle applies to its level design, systems, story, and every facet of its gameplay. The gunplay, for instance, can be initially very frustrating. Not just in a modern context either, since surely many FPS fans were used to the Quake, Half-Life, and Unreal school of shooters, which Deus Ex does not approach. That’s not for a lack of capability, but more than it’s just a different kind of shooter. Really, it’s tricky to say that it is a shooter at all. It’s a lot more deliberate, calculating, and strategic.

The more you play the game and invest in certain weapon skills, the more you realise that each of Deus Ex‘s arsenal of guns serves a specific purpose and can be useful in specific situations. In summary, the less you treat it like a shooter, the more you’ll appreciate its combat for what it is.

The same is true of Deus Ex‘s story. Sure, it’s a hokey, hammy cyberpunk political spy thriller with the occasional corny line of dialogue, odd line delivery, or the uncomfortable racist depiction of Chinese people in the Hong Kong level. Yet, despite that, it’s still incredibly clear that its themes, messages, and almost Nostradamus-like foresight into 21st-century politics, technology, and socioeconomics resonate even now.

This “mile wide, miles deep” principle arguably extends even to its soundtrack. Initially, I found some of its tracks to not be much. I even found some kind of annoying and repetitive. Yet, I kept coming back to them and found myself humming along as the levels went on. Straylight Productions truly indoctrinated me, and over the course of the game, I came to love the ambient, darksynth sound. Apparently, even game director Warren Spector had the same experience as I, initially becoming irritated by the main theme before catching himself humming along to it constantly.

For those who have yet to play the original Deus Ex, whether due to lack of interest, being overwhelmed by the opening mission, or the fact that it’s nothing like Human Revolution or Mankind Divided, I highly encourage you to give it another, proper go, and try and meet it where it is and not where you’d ideally want it to be.

More than many classic games I’ve gone back and played, while it may seem dated on the surface, Deus Ex is more than meets the eye and stands tall as one of those universally acclaimed video games that’s well and truly earned its reputation and placement in the annals of gaming history. Its influence resonates far and wide in the industry today, inspiring countless games and helping to usher in a new era of Western RPGs.

For the optimal (or, shall we say, “augmented“) way to play Deus Ex today and still have a vanilla experience, I cannot recommend Deus Ex Community Update highly enough (which is how I played it). It’s a compilation of quality-of-life mods that fix some essential issues, provide widescreen support, and don’t really interfere with the game’s systems. Otherwise, the new PS2 Classics re-release of the PS2 version of Deus Ex on PlayStation Plus can be a suitable, albeit somewhat different, experience that still comes impressively close to matching up with the PC version.

  • Graphics: 80
  • Sound: 90
  • Gameplay: 99
  • Control: 92
  • Story: 84
95
Overall Score
(not an average)

About our grading scale

Review by · June 18, 2025 · 10:01 am

As someone who grew up with RPGs, I’ve long championed remasters of forgotten titles, especially now that most classic games are no longer accessible on modern platforms. Reviving lost titles has never been more important. Enter RAIDOU Remastered: The Mystery of the Soulless Army, one of the best examples of how to do it right. Thankfully, Atlus has delivered an excellent version of the game, though the source material is rather dated at this point.

Originally released in 2006 for the PlayStation 2, Devil Summoner: Raidou Kuzunoha vs. the Soulless Army was an experimental spinoff of the broader Shin Megami Tensei series. Set in an alternate-history Taishō-era Japan, the game stars Raidou Kuzunoha XIV, a detective and Devil Summoner who must protect the Capital from supernatural threats. Right from the start, the classic Shin Megami Tensei influence is unmistakable. There is a level of mystery and intrigue here amplified by the detective story and film noir aesthetic.

The story, setting, and core characters remain untouched in this remaster; nevertheless, the updated graphics help elevate the overall atmosphere. The gameplay, however, is much different from the original. Unlike most Shin Megami Tensei games, RAIDOU Remastered is an action RPG with mostly real-time elements. As mentioned in Scott Clay’s preview, random encounters are gone, perhaps the most welcome change for a game of this style. I generally don’t mind random encounters in turn-based games, but they’ve always felt out of place in ARPGs.

Raidou fighting a powerful starfish demon boss using melee while increasing his stats.
Fast-paced action teams up with classic RPG tactics.

You control Raidou directly on a small battlefield, and encounters are always instanced rather than in seamless environments. You can use basic attacks, perform combat skills, fire your gun, or dodge-roll to avoid incoming attacks, all in real time. Much like the Press Turn system in other Shin Megami Tensei games, targeting an enemy’s weakness stuns them for a significant amount of time. 

One notable change is the ability to have two demons on the field. This is particularly helpful for managing large groups of enemies during the more chaotic battles. This version also introduces jump attacks, which add a new dimension to the combat. Although I did not use them often, they’re a welcome feature that adds spice to the gameplay. Combined with Raidou’s improved responsiveness, these changes create a more satisfying battle system overall.

Demon interaction goes beyond combat in this game. Through investigation skills, certain demons can uncover hidden items, reveal secrets, or provide access to areas that are otherwise off-limits. My favorite feature is the ability to read the minds of NPCs so you gain valuable insight and understand the true motives of different characters. Demons also play a role in story progression, as you have to use certain skills to solve cases. 

As with most Shin Megami Tensei titles, RAIDOU Remastered includes a full demon fusion system. With the addition of over 50 demons in this version, the roster is as feature-complete as the game’s contemporaries. Demon negotiation, on the other hand, remains as barebones as ever. Your choices during recruitment are almost meaningless, as success is essentially guaranteed if you have enough MAG and meet the required level.

Atlus always delivers with the music, and RAIDOU Remastered is no exception. As a fan of Shoji Meguro’s original work, I didn’t think that the soundtrack needed a remaster, but it’s a neat addition nonetheless. What surprised me the most, though, is the addition of voice acting. Nearly the entire story is fully voiced, and there is a level of effort and quality here that you typically only see in a complete remake.

Raidou fusing Raiho, a powerful Jack Frost demon after completing a case file.
Meet detective Jack Frost!

Thanks to all of these quality-of-life changes, RAIDOU Remastered is one of the most impressive remasters I’ve seen from Atlus. But does the game itself still hold up? That’s where I find myself a bit conflicted. Unfortunately, the reality here is that the core game has not aged well and there’s only so much you can do to cover that up.

The story consists of episodes, most of which follow a fairly predictable pattern: investigate a strange case, complete a series of errands, and eventually unlock a dungeon. Despite RAIDOU Remastered’s short length, I found that its structure quickly wore out its welcome. In particular, the constant reliance on fetch quests often kills the momentum. You frequently travel back and forth across the same handful of maps just to talk to the same handful of NPCs over and over again. More often than not, Raidou felt like an errand boy rather than a detective. 

Further, the pacing issues became more apparent because I spent half the story doing fetch quests. The story in RAIDOU Remastered is backloaded, with most of the main events occurring in the final episodes. Considering the short runtime, I would have appreciated more exposition in the first half. The other issue here is that certain episodes seem disjointed, and some events happen almost randomly without cohesion. With that said, the plot does get interesting towards the end, and many of my concerns became resolved before the conclusion. 

Compared to more modern Atlus titles, the characters in RAIDOU Remastered tend to supplement the plot rather than drive it. Character development takes a backseat to the overarching narrative, and many feel more like a means to an end than fully realized individuals. One notable exception, however, is your cat, Gouto. He serves as both comic relief and your guide through the story, delivering frequent witty remarks throughout your journey. In fact, if you don’t have enough yen to fast travel, he will even pay your fare, though he’s always annoyed about it. Funnily enough, this feature later carried over to Morgana in Persona 5

Shin Megami Tensei Raidou negotiating with the demon Mokoi where he is given three options responding to a question about who is the boss
Who is the real boss here?

As with any remaster, the most important question is whether this game is still worth playing today, especially for newcomers. I’m of two minds about this. If you’re a hardcore Shin Megami Tensei fan, you should absolutely pick this up, whether or not you’ve played the original. There’s enough content to make RAIDOU Remastered a must-buy. However, if you’re only familiar with Atlus’s more modern titles or are new to the series in general, I do have some reservations. While the remaster does an excellent job of preserving the game’s unique atmosphere and charm, it still retains some rough edges that might turn away modern fans.

RAIDOU Remastered somehow manages to thread the needle of creating a more polished version of a cult classic without compromising the mysterious, singular identity that made it memorable in the first place. It succeeds in offering new content that enhances the overall experience, all while honoring the original’s legacy. I can only hope Atlus will continue this effort.

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

About our grading scale