Comprehensive Game Reviews
Comprehensive Game Reviews
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From AAA titles to indie games, we cover it all. Our comprehensive reviews provide detailed insights to help you find your next favorite game.
Arknights: Endfield Review So Far
Arknights: Endfield Review So FarA sci-fi gacha game with a factory automation twist.
IGN PC ReviewsJan 21
MIO: Memories in Orbit review – A gorgeous platformer for the relentlessly curious
MIO: Memories in Orbit review – A gorgeous platformer for the relentlessly curious There’s a particular kind of magic in games that refuse to explain themselves; those that throw you in an unfamiliar, dimly lit environment and expect your curiosity to take the reins. MIO: Memories in Orbit is exactly that, a game about navigating strange surroundings, poking at forgotten corners, and slowly realizing that every small step you take brings a dead world closer to life. In MIO: Memories in Orbit , a new metroidvania platformer from indie developer Douze Dixièmes, you play as the small but persistent little robot Mio. She awakens on the Vessel, a desolate ship run and inhabited by other mechanical creatures. Most of the ship and its AI caretakers have been disconnected for some mysterious reason, and it’s up to Mio to restore them to their former glory and save the Vessel from demise. MIO starts out slow. The ship is dark and lonely—and to be honest, a little confusing. At the beginning of your journey, there’s no map, no one telling you where to go, and not much of an explanation for what anything is. You don’t even get to see enemy health bars initially. But the more you explore, the more the ship opens up. As you defeat mini-bosses and uncover hidden passages, lights turn on, helpful NPCs crawl out of their hidey-holes, and new pathways unlock. The world literally unfurls at your feet, and you start to visibly see the impact of your actions around the Vessel. This is one vibrant platformer. Screenshot by Destructoid And when that world unfurls? Boy, is it pretty. Even though it’s a ship, the Vessel is home to several regions, each with their own beautiful biomes: pink and purple florals of the Bell Tower, icy blue slopes of the Metropolis, and fiery hot pipes of the secretive manufactory. The hand-drawn art style is a unique breath of fresh air, with scratchy sketchbook-style accents and bright pastels. Top it off with atmospheric music, and you’ve got an experience that’s very pleasing to the senses. Beneath this gorgeous exterior, the Vessel houses many secrets. Exploration is where MIO shines the brightest, and the game massively rewards you for checking every corner or suspicious-looking bush. There are entire areas with bosses hidden behind secret entrances, and it’s possible to complete the game without ever discovering these parts of the map. As a metroidvania, MIO will have you returning to old areas after unlocking new skills, but even when you feel as though you’re completely done with an area, you might later find friendly NPCs who weren’t there before as the story progresses. The Vessel really does feel like it evolves with you as you progress through the game. Many of the NPCs you'll meet on your journey will give you some baseline understanding of how the Vessel became desolate, but there’s so much the characters gloss over or only ever hint at. Most of the world-building is actually done through the collectibles you can find around the ship. The story can initially be confusing, but the more items I found, the more the pieces began to fall into place. My own theories sprouted and grew with every digital record or curio I found, and I became hungry for more clues, like a caffeine-addicted detective on a murder case. Many NPCs will help you on your journey. Screenshot by Destructoid But a platformer can’t only be judged by how pretty it is or how many secrets it hides. Both movement and combat mechanics play major roles in the genre, and while MIO ’s movement system feels fluid and fun, its combat can be fairly simple. Your main attack is a single button push, an attack that causes Mio to whip her hair out like she’s Willow Smith. You can thread three of these attacks together to make one mini combo, and directional hits allow you to gain air in the heat of a fight. Eventually, as you explore the various regions and defeat bosses, you’ll gain access to more skills, like a dodge, a grapple, and a wall-climb—all of which can be used in combat but typically won’t change the core of your attacks too drastically. Some boss fights will require you to prove your mastery of these skills, though, and you can only navigate many areas of the ship once you obtain them. Modifiers, or collectible upgrades, influence the way you fight, but you’ll have to first find and equip them. Some of these upgrades can be bought from a vendor, though the best ones are hidden. Most Modifiers grant passive effects, like an increase to Mio’s shields or a buff that causes enemies to drop more currency. Others, the rarest of the bunch, improve Mio’s skills, granting a secondary attack on Hairpin dashes or summoning a decoy that enemies will prioritize over Mio. If exploration isn’t really your thing, you may miss out on these Modifiers entirely, meaning the combat will remain simplistic throughout your playthrough. Boss fights are very fun, and oftentimes, pretty darn difficult. Most encounters took me multiple tries to win, but very rarely did victory feel completely out of reach. The boss designs are downright cool—including a majestic, mechanical deer or a giant furnace with four arms—while others are just silly, like "friends :)," a gooey, zombified mess of what was once friendly robot NPCs. But bosses don’t really feel all that impactful to the overall story or regions they’re found in, and very rarely are they referred to in the narrative, data points, or in dialogue with other NPCs. MIO lacks the “big bad”—bosses that tower over a region, standing as the final trials to face. The game is more of an assortment of random mini-bosses sprinkled between difficult platforming segments. With how fun the process of learning enemies’ attack patterns and dodge windows is, though, it's easy to overlook their narrative shortcomings. Boss fights are fun and creative. Screenshot by Destructoid In between boss fights, you'll be jumping from ledge to ledge as you navigate the ship. Some areas of the Vessel demand patience and precision with incredibly difficult platforming sequences, and just like how you have to learn attack patterns in boss fights, you'll need to learn timing for these areas. Though it'll likely take you several tries to navigate these areas, success never feels impossible. And if the difficulty of the game ever gets you down, MIO offers accessibility options that make bosses more brittle after each encounter, prevent enemies from attacking unless provoked, and heal Mio without you having to reach a checkpoint. All in all, what Douze Dixièmes has created is an absolute marvel for the platforming and metroidvania genres. It’s demanding in more ways than one, and its hidden secrets make it deliciously addictive. Exploration really is the name of the game, and it'll completely shape your experience in the best way possible. The post MIO: Memories in Orbit review – A gorgeous platformer for the relentlessly curious appeared first on Destructoid .
Reviews Archive – DestructoidJan 19
Review: Tales of Xillia Remastered Is Another Fine Switch Remaster
Review: Tales of Xillia Remastered Is Another Fine Switch Remaster Bandai Namco’s Tales of remaster push is in full swing, following the rerelease of Graces f , return of Xillia Remastered, and upcoming Berseria revival. It’s a good time to play catch up, for sure. This does mean things are par for the course. With Tales of Xillia Remastered on the Switch we’re getting access on a new platform with some quality of life changes, but performance is better on Switch 2. Tales of Xillia features two protagonists. Jude Mathis is a medical student in Fennmont. While investigating instances of people unable to use Spirit Artes and his mentor’s absence after visiting a military facility, he goes to investigate. Meanwhile, Milla Maxwell is the current Lord of the Spirits who is investigating spirits’ deaths and is lead to that same stronghold in that search. The two end up teaming up, learning that the army created the Lance of Kresnik. With Milla’s spirits Efreet, Gnome, Sylph, and Undine taken after an attack and the two forced to escape, they team up to begin a journey for her to regain the spirits, destroy the weapon, and naturally save the world and learn important truths about it in the process.  https://www.youtube.com/watch?v=Fd0VM2d3JNU While there are two possible heroes and routes, it really comes down to personal preference in Tales of Xillia Remastered . There will be some different story scenes depending on who you choose, such as a different introduction for each depending on the lead you choose. But in the end, you’ll end up in the same place and there’s only one ending. You’ll also still get the same allies no matter what and can of course swap who you’re using in battle as in any Tales of game, so there’s really no fear of missing out. New to this version is the ability to skip story scenes and skits. If you’re replaying it, it could be handy, but since there are a lot of critical plot points even in some more early or innocuous moments, I recommend paying attention to all the event scenes the first go around. (But if a skit isn’t your thing, I feel it’s safe to pass over those!) As in other Tales of games and remaster releases, Tales of Xillia Remastered is an action-RPG with four characters moving freely about a 3D battlefield to attack enemies within it. Also, as usual, the system ended up with an elaborate name (Dual Raid Linear Motion Battle System). Basically, the character you are controlling attacks freely and the CPU controls the others. They can use ttacks, items, and Artes. The thing that sets it apart from other installments is the “dual raid” element, since it’s possible to pair two characters up as partners for linked Artes. It can result in some really solid combos and is generally one of the better takes on the system in the series, and since you can swap folks in and out, it’s easy to experiment with duos you might like. The quality of life changes for the remaster involve the option to retry a regular battle if everyone in the party dies, which could be helpful in the late game, or turn subtitles on for in-battle dialogue.  Images via Bandai Namco Getting into that, a lot of the Tales of Xillia Remastered additions and changes exclusive to the remaster feel like obvious inclusions of everything from the base release, little touch-ups like the retry feature that make things a little more obvious or immediately available, or touch-ups. The DLC is all included, which is largely cosmetic options. The Grade Shop that lets you turn on things that could make the game easier or more difficult is available right away, rather than being locked behind a new game plus file. The autosave functionality is one of my favorite features, but that’s partially because I accidentally let my Switch battery get too low one time and I feel like that saved me some worrying. It’s also a lot clearer where you need to go and what’s around you, due to extra icons on the various maps.  It is important to note that while some of the Tales of Xillia Remastered changes are convenient and it will look a little crisper, even on a Switch in handheld mode, I did notice some minor performance quirks on the base system compared to a Switch 2. It runs really well on Nintendo’s newer handheld and is completely compatible with it. The load times on the base model are noticeable when getting into the game or loading up a save, but they aren’t too bad when heading between locations or into a battle. You’re also locked at 30fps regardless of your current actions, and I did notice sometimes on the Switch it would dip below that in locations that were especially “busy” in terms of NPCs or environmental elements. In-battle, it seemed fine and like it always handled at 30fps, however. I was a little disappointed that battles couldn’t hit 60fps. I owned the PS3 version and it could manage that for fights. On the plus side, it is a much brighter version of the game with improved lighting effects, which is noticeable in almost every situation compared to the PS3 original.  Image via Bandai Namco Tales of Xillia Remastered is another totally fine remaster, with Bandai Namco ensuring all of the original’s content is paired with some QOL additions on the Switch. It’s a totally serviceable way to play the game. Especially since it only first appeared on the PS3, limiting its scope. There are some instances on the original Switch where it is noticeably not hitting the same marks as other platforms, but it does run better on a Switch 2 if you’ve got one. It’s definitely worth revisiting if you love the series.  Tales of Xillia Remastered is available for the Switch, PS5, Xbox Series X, and PC. The original game is on the PS3.  The post Review: Tales of Xillia Remastered Is Another Fine Switch Remaster appeared first on Siliconera .
Reviews Articles and News - SiliconeraJan 19
MIO: Memories in Orbit Review - Powerless Fantasy
MIO: Memories in Orbit Review - Powerless Fantasy Reviewed on: PC Platform: PlayStation 5, Xbox Series X/S, Switch 2, Switch, PC Publisher: Focus Entertainment Developer: Douze Dixièmes Rating: Everyone 10+ Mio is a tiny robot who awakens on a vast spacefaring vessel that is rapidly deteriorating. You must guide her on a path to save all that she knows, even without any memory of who or what she is, and as both the ship and Mio herself are gradually falling apart. Following in the footsteps of challenging, artistic, and sprawling search action games like the Ori and Hollow Knight series, Mio is a study in meticulous design decisions, subdued but gorgeous audio and visual aesthetics, and an approach to difficulty that is best expressed in words you wouldn’t say in front of your mother. It’s a thoughtfully crafted and rewarding game, squarely targeted to genre faithful ready for their next obsession, and potentially impenetrable for many others. Every step forward in Mio must be earned, and when you do, the game often hands you setbacks to balance things out. Even the early parts of the game offer significant hurdles, from lengthy precision platforming sequences to punishing bosses. You can spend hours trying to get one more life segment added, but natural story progression through the game readily sees Mio weakened and a life segment taken away. Checkpoints might be far away, but without any of the difficulty assists applied, you can easily die. Where another game might present the next essential path forward as a clearly marked door, Mio often requires that you apply some new upgrade in an out-of-the-way corner you might have easily missed, leaving you to wander without direction for long stretches. At times, this unforgiving structure lends the game depth and demands hard-won mastery. Still, I found some of the insistence on arduous progression tedious, especially when it requires replaying conquered sections just to get another try at the next area. Parts of the game seem purposefully built to infuriate rather than entertain, which doesn’t land for me.   Nonetheless, despite my frustration, Mio is an undeniably beautiful and fun game. Watercolor backdrops bring color and life to this ruined spacecraft. A sparing, haunting score mixes gentle ambient beats with brief melancholic choral harmonies. Upgrades give Mio great versatility to navigate the environment with double jumps, wall-climbing, and more. Enemies (especially bosses) demand careful attention and the deployment of dodges, quick reactions, and the learning of a wide array of telegraphed attacks. And the complex map is a puzzle in its own right, especially as the game rounds its final corner and offers a compelling new twist on navigating the ever-expanding corridors, rooms, and elevators. Rather than supply a steady mix of upgrades to turn Mio into a powerhouse, progression is restrained and all about giving options rather than dramatic power growth. Want to see your enemy’s life bar? You might need to turn off Mio’s status and health display. Want that desperately needed extra layer of protection? You may need to lower your combo attack power to make it happen. Even by the end of the game, Mio is in many ways the opposite of a power fantasy; she has greater flexibility to move and traverse, but she remains fragile and small right up to the credits – lending her journey’s arc an increased impact for the way she might finally save the day. Like the rest of the game, Mio’s narrative is limited and leaves much unexplained. In this regard, I think Douze Dixièmes missed an opportunity to drive home an emotional core. By the end, I felt like some of the hoped-for investment in relationships and characters – and especially one of the main antagonists – felt unearned. Even so, the sense of loss and sacrifice at the game’s core shines through. With many great games, I am eager to shout from the rooftops to get as many people as possible to play. I sincerely enjoy Mio, but I’d also be extremely hesitant to recommend its rigors to all but very experienced players, eager for platforming, bosses, and exploration that are often more chore than satisfaction. However, if that kind of thing sets your heart aflutter, Mio should be very high on your list of must-plays.   Score: 8.75 About Game Informer's review system
Game Informer ReviewsJan 19
Review: Heart of Crown Online Is a Faithful Adaptation of the Deck-Building Game
Review: Heart of Crown Online Is a Faithful Adaptation of the Deck-Building Game The Heart of Crown deck-building strategy game is pretty well-established, as the Dominion style drafting title’s been around since 2011 and multiple editions exist . This version, which entered early access in April 2024, is even based on the second edition . If you are familiar with its idea of constantly investing to build up your deck to acquire territory, currency, individuals, and of course a princess to get succession points, then you’re all set. If not, it’s honestly a really good place to start. Heart of Crown Online is set in a world where the line of succession is in question due to the emperor’s death. Because it happened so quickly, he didn’t say which of his seven daughters he’d want to become queen. As an individual in a position to help determine who rules next, you need to build up territory and support to ensure Bergamotte, Flamaria, Klam Klam, Laolily, Lulunasaika, Ohka, or the twins Lain & Shion become the next ruler. If you’re playing a free or ranked match, it’ll be a competition to determine which princess you are able to get and support, but the Scenario Mode involves solo campaigns that help you learn how to play and support each princess.  https://www.youtube.com/watch?v=MXrq2xynvVo Scenario Mode is a good place to start, honestly. In standard Heart of Crown Online games, much like similar titles like Dominion and Tanto Cuore , you essentially all start in the same position and your deck-building determines what your cards and strategy looks like. You then build around your princess. For these campaigns, you end up with decks more specifically designed to work with and grow around the princess. It plays in the same way, but I really appreciate how the approach is designed to help introduce you to the princesses you could support as your pick for the kingdom’s new ruler. I will say that an extra editing pass could be used to ensure card effects sound a little less awkward. Things are clear, but I came into Heart of Crown Online having extensively played Tanto Cuore and being familiar with the Dominion formula, and I could see things being a bit confusing for other newcomers. In terms of gameplay, things follow the stable second edition format and make a lot of sense. Your first task in Heart of Crown Online is to get Territories and play them. So you’ll be getting these from the Market at the start to get things like Cities, Towns, and Villages to get currency. When you have enough coins in your realm (6) to nominate one of the princesses, you choose one of the ones available as your potential ruler. In each phase you’ll play cards to your Realm to build up money (lands) or Succession Points (via cards like dukes) to win. You can also take actions against other princesses and the players backing them depending on certain action and Curse cards acquired. If you hit 20 Succession Points or have the most after all of certain types of cards like senators and dukes run out, then you win.  Part of the thing that sets Heart of Crown Online apart is that each princess (or the pair of twin princesses) possesses an ability that affects certain actions in-game. As she’s the oldest princess, Lulunasaika’s ability is that you start with six Succession Points right away and only need 14 to win. Lain & Shion can be especially handy, since you could get tokens that let you take another turn. Bergamotte lets you tap into the discarded cards to get another action card to reuse it. But there are some princesses that are more situational and rely on lucky pulls from your deck, like Laolily and Ohka, which does make picking a royal more challenging in the casual and ranked online matches.  Images via Playism But I will say that aside from some descriptions perhaps needing another pass over to ensure clarity since this is a complex game, this adaptation of Heart of Crown works very well. The UI is clear and the cards are easy to read. Matches worked well, and I didn’t have too much trouble finding someone to play with. It worked well on a handheld gaming PC too.  If you enjoy Dominion, Tanto Cuore, and other kinds of strategic deck-building games, then Heart of Crown Online should be in your library. If the genre is new to you, it’s a good place to start! The concept is entertaining, and the single-player Scenario Mode is a helpful way to learn how to play. Since it also spent time in Steam Early Access, it feels really solid at launch too. Heart of Crown Online is available on PCs, and it will also come to the Switch.  The post Review: Heart of Crown Online Is a Faithful Adaptation of the Deck-Building Game appeared first on Siliconera .
Reviews Articles and News - SiliconeraJan 17
Hytale Early Access Review So Far
Hytale Early Access Review So FarThere really isn't a better way to describe it other than it's basically Minecraft 2.
IGN PC ReviewsJan 14
Review: Big Hops Is a Pleasant Platformer
Review: Big Hops Is a Pleasant Platformer Big Hops is the sort of that it’s easy to get excited about, and it is because it feels like it plays fair. Yes, there will be challenging leaps and levels with secrets that seem just out of reach. But it is very possible to accomplish everything, and the easy to learn controls make it simple to get accustomed to the movements you’ll need to fly over gaps, scale walls, and get through even the trickiest environments. Big Hops stars a young frog named Hop. As the game begins, he’s exploring a forest and camping with his sister, Lily. Except he has a weird dream before everything all begins with an unknown voice claiming that they know Hop longs for adventure. It’s then that a spirit named Diss kidnaps him, asking him to collect Dark Drips. In order to actually get back where he belongs, Hops will need to visit different worlds, each of which involves a different type of biome with people to meet and challenges to deal with, in order to build an airship and get back.  https://www.youtube.com/watch?v=oJlCBQaLUQY If you’re familiar with classic platformers like Super Mario 64 and Donkey Kong 64 or more recent games like Yooka Laylee, you’ll feel right at home with Big Hops . While there are NPCs to interact with and challenges to overcome, at its core the game is about landing incredibly jumps or acrobatic feats to collect all kinds of things. Airship parts? Sure. But also bugs, veggies, gadget blueprints, music mixtapes, Dark Bits for trinkets, cosmetics, and the gameplay and story-advancing Dark Drops and airship parts. To accomplish this, you can jump, climb, dive, double jump, swing with Hop’s tongue, wall run, and engage in other parkour actions to reach pretty much every spot you can see.  The design direction makes each of the locations we visit feels very different, and the veggies also feel like we get a little more control when it comes to how we get through these spots. Because of those types of produce, it can feel like we determine how to overcome certain puzzles or reach certain spots. I do feel like some of the locations were more entertaining than others. Like I enjoyed Open Ocean and Red Desert, but I didn’t enjoy Shattered Mountain. But because of the veggies that let us do things like immediately get access to fire via peppers, create a tightrope with a cactus, or create bounce pads with mushrooms. The right answer for getting through spots can seem a bit obvious sometimes, as the oil shots end up being really helpful in many situations and the balloons are more specific, but there is freedom to experiment and try things.  Images via Luckshot Games And the Trinkets system feels like it adds even more freedom. It adjusts gameplay elements and restrictions or grants abilities. As examples, Deep Breaths+ increases the breath meter, Grip Training+ reduces stamina used when climbing, and Stacked+ allows three of the same type of item in one slot. There are a lot that are great and feel like they could be general quality of life adjustments or help a player with areas where they maybe feel week. I felt like I could make the most of the exploration elements, and I did adjust them in certain areas. If anything, the only thing that kept me from really adoring Big Hops is that there isn’t all that much to the story. Not that a solid platformer needs an epic novel with earth-shattering developments, but I never really felt like there was anything super notable happening. Hop is cute and all. Some NPCs we meet in worlds can be charming. But it struck me as very anticlimactic, especially the ending. Big Hops is a really pleasant platformer that gives players many ways to approach its challenges. It’s versatile, and the controls feel pitch perfect. The nature of it also means we get to see some pretty varied biomes. Some worlds do feel more interesting than others, sadly, and and the story could be stronger. Still, it’s quite enjoyable and worth someone’s time if they enjoyed titles like Yooka Laylee and Super Mario 64 . Big Hops is available for the Switch and PC.  The post Review: Big Hops Is a Pleasant Platformer appeared first on Siliconera .
Reviews Articles and News - SiliconeraJan 14
Big Hops Review - The Year's First Great Game Is Mario Meets Breath Of The Wild
Big Hops Review - The Year's First Great Game Is Mario Meets Breath Of The WildHop is a little frog with big dreams. He wants to explore life outside his forest, and his call to adventure is rewarded with the unexpected ability to leapfrog between worlds and even dimensions. Luckshot Games, the developer and publisher of Big Hops, appears to be similarly ambitious, if this game is any indication. Big Hops is a modest 3D platformer that takes on some of the biggest in the industry, on their own turf, with confidence and poise. Even when it very occasionally falls just short, you can't help but respect the pluck it took to aim so high. Big Hops is a game centered on joyous movement that should put Luckshot on players' radars going forward. From the very start, before Hop even leaves his homey little forest dwelling, you can sense Big Hops' inspirations. Hop's movement and (ahem) hops feel reminiscent of how Mario moves in Super Mario Odyssey, even including a belly slide that you can use to keep your forward momentum going. But on top of that, it layers in a few other elements. You can wall-run like in Prince of Persia or Titanfall. You can climb any wall a la Zelda: Breath of the Wild, complete with a stamina meter that determines how long you can cling to a surface. Your stretchy frog-tongue acts as a grapple to swing on hooks and grab handles, and it also makes it easy to grab things like bugs or fruits out of trees. It all feels so immediately natural, and part of the fun of Big Hops is learning how to connect your suite of movement options together. Before long, Hop meets Diss, a strange extradimensional imp with a snarky attitude and questionable motivations. Diss spirits Hop away to The Void, a bridge between realms where gravity is strange and twisting upon itself. I couldn't help but be reminded of the flexible gravity system of Super Mario Galaxy, as Hop made a jump and suddenly landed upside-down with a changed perspective, but by this time the natural movement felt so smooth that the shift was easy to navigate. Continue Reading at GameSpot
GameSpot - Game ReviewsJan 13
Review: I am Future Could Use More Motivation
Review: I am Future Could Use More Motivation When it comes to cozy life sims, you need a really strong pull to keep playing. The game needs to be fun to play and soothing, especially since you’ll repeat the same tasks over and over. There needs to be a way to make virtual connections that help you get immersed in that world. An interesting premise helps too. While I am Future: Cozy Apocalypse Survival ’s idea of making a living on former building rooftops in a flooded world is novel, the narrative isn’t as compelling and it can all feel like a lot of busywork once you get a few hours into it. I am Future: Cozy Apocalypse Survival begins with our avatar awaking from a stasis chamber of sorts. They’re all alone and an amnesiac, of course. There are no humans anywhere in the city of Cosmopolis, only some robots. The way they talk about you suggests they know you and that you were a prominent figure at a company called UNICORP. However, it’s only after you start to clean up, rebuild, and explore the roofs of buildings around you that you can start to find answers. As you do, you also can make friends with robotic beings like Earl the fridge who can help you out and become your friends. https://www.youtube.com/watch?v=BzDSfE2F0hs I am Future: Cozy Apocalypse’ s gameplay loop isn’t all that different from ones in My Time at Sandrock and Stardew Valley. We use tools to break down junk or get necessary materials to unlock space and new areas. We grow food, which we need to eat to keep from getting hungry and have the strength to lift things. We discourage leeches from coming around via sprays and towers. We build up facilities to help make crafting or necessary item production easier. It’s even possible to build robots to handle certain tasks, building hot tub-shaped charging stations.  One of things about I am Future: Cozy Apocalypse Survival that sets it apart is the way crafting works. Cooking is fairly typical, involving the correct ingredients to make a dish. Fishing also involves a timing minigame where you click at the correct times. But for crafting, we need to go through disassembly processes to get things like microchips, cables, screws, nails, and similar components. That means tapping specific spots and examining to find anything we can use. It’s novel the first few times, but a lot when it repeats.  I do think that perhaps I am Future: Cozy Apocalypse Survival might be better on platforms other than the Switch. It isn’t that it doesn’t run well. It’s generally fine. It’s just that handheld mode feels like the ideal option, but the layout and UI makes it really difficult to play it that way. The font size is incredibly small, something that is even an issue when playing docked. It can be difficult to tell what’s in the inventory bar at a glance. I found it hard to keep track of my bots because of the perspective and way they could get caught on the tiniest things. Some of the minigames for tasks could get cumbersome, such as disassembling, since we need to exactly hit certain parts and that’s difficult without a mouse.  Images via Mandragora The loading is also quite tedious in the Switch version of I am Future: Cozy Apocalypse Survival. Expect to wait a lot to get things done.  But there’s one thing that kept me from really enjoying I am Future: Cozy Apocalypse Survival, and it isn’t limited to the Switch release. In similar sorts of games like Story of Seasons, Rune Factory, and Stardew Valley, there can feel like more of a story and sense of purpose. Story of Seasons: Grand Bazaar involves revitalizing a town’s weekly market, expand a farm, and get married. Stardew Valley features more places to unlock, more buildings and recipes to acquire, and building up a community. Rune Factory: Guardians of Azuma tasked us with restoring the lands. I am Future doesn’t feel fulfilling in the same way. The restoration is fine, but gets tedious. Robot companions are okay, but lack the same sense of connection as human NPCs. There’s the idea of finding out who you are and what happened, but I felt the conclusion was a little unemotional and anticlimactic. Especially when it came to the robot “friends.” Perhaps if there had been more NPCs to connect with and make the experience feel less lonely, it'd be more interesting. But instead, I came away feeling like everyone sort of loses a sense of personality and just idolized my avatar. I am Future: Cozy Apocalypse Survival isn’t bad, but it can get tedious and sometimes frustrating to play on the Switch. Not to mention it can feel quite lonely. I loved the idea of a bright, colorful apocalypse! The concept is great. However, the daily routine and tasks are more annoying than comforting, and I didn’t connect with the robot NPC “neighbors.” I also feel like the narrative could have been handled better, rather than occasional exposition dumps. It’s a life sim that will connect with some, but not everyone. I am Future: Cozy Apocalypse Survival is available for the Switch, PS5, Xbox Series X, and PC.  The post Review: I am Future Could Use More Motivation appeared first on Siliconera .
Reviews Articles and News - SiliconeraJan 13
Review: Cassette Boy Experiments With Perspectives Like Fez
Review: Cassette Boy Experiments With Perspectives Like Fez When Polytron Corporation released Fez, we’d never really seen anything like it. A game that uses perspective to solve puzzles and make progress and shifting between 2D and 3D? Later, we’d see Superliminal and Viewfinder play with how we see things changing how the world works. Cassette Boy is a game in that same vein, only blinding The Legend of Zelda style action-RPG elements as we rotate our viewpoint to change the rules of the world. It’s also just as clever as many of these other games I’ve mentioned, and I hope this indie gets the attention it deserves. Cassette Boy begins with our avatar being addressed by a sparkling entity. It cryptically explains that the moon is gone because our character wasn’t looking at it. This being explains that perspective is everything, and illustrates examples showing that objects, entities, and buttons can disappear if you can’t see them. As such, it’s now up to you to recover the Moon Fragments to restore them to the sky. https://www.youtube.com/watch?v=Ic71W0L8SMo While Cassette Boy is a The Legend of Zelda- like in some ways, it really prioritizes puzzles and experimenting with our view of the world in a way I appreciated. After the opening introduction and acquiring a sword, we’re given the ability to use the shoulder buttons to rotate the world. In town, it means getting access to houses where you couldn’t previously see doors. More importantly, it means opportunities to start “hiding” enemies, switches, and blockades to make progress to different areas or turning the world fast enough to cause squares to pop up to provide opportunities to reach higher areas or damage foes. So as some of the earliest examples, there’ll be a situation where you rotate 90 degrees to completely hide a huge slime you couldn’t otherwise defeat at that point to slip past to the next area in a forest. For one boss, you rotate the world 360 degrees as quickly at the switches that will make a piece of ground pop up when the opponent is about to get near to damage it five times to win. You stand on a switch to open a door, then rotate the world to block it so you can then move and safely go through the doorway. In one situation, you move a box to a point where you need to rotate 360 degrees to lift yourself and the box up so you can jump.  Keep in mind, these are the earliest kinds of progression. In a true The Legend of Zelda and even Metroidvania type of fashion, Cassette Boy also eventually encourages returning to past areas or temporarily blocks off access to certain spots by hiding them behind a type of “trick” you haven’t learned yet. So you might see a shrine in the first forest you can’t reach yet or an area of town blocked off, but need to wait until you can see things the right way to get to that new place. These come in the forms of cassettes for the headphones you acquire early on that help you "focus" to change the way you see the world. Image via Wonderland Kazakiri and Pocketpair Yes, I mentioned a shrine. Like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom , there are portals to brief shrines in Cassette Boy . If you gain access to one of these optional spots, you’ll be posed with additional logic puzzles. I’ve never seen any combat-related ones in my time with the game. Each one I encountered seemed to build upon my knowledge of my abilities in ways that sometimes challenged me a bit more than the typical puzzles encountered when searching for bosses holding Moon Fragments. Which is good because, while the combat isn’t terrible, it does feel like closer to the earlier The Legend of Zelda NES and Game Boy games. The melee attacks with the sword didn’t have the sort of responsiveness and combos as some contemporaries, and aiming with the bow and arrow can be a pain even after you get used to knowing how long to hold it to shoot it proper distances. Another thing I appreciate about Cassette Boy is that it is a really minimalistic game. It relies about the same Game Boy style greenscale palette. While there are a few indoor area tile situations where this can be a lot when multiple designs are combined, it generally is really effective and eye-catching, while still making visual distinctions quite clear. Which is important since you do need to be very precise about positioning to solve puzzles. That’s a little frustrating sometimes, especially when it involves ensuring a dangerous enemy is blocked or that a blockade is 100% hidden. But the design philosophy really adds to the experience. Image via Wonderland Kazakiri and Pocketpair Likewise, that comes a bit with the script. This is a rather simple game and doesn’t feature a super intense narrative. There are some occasionally clever lines, though! And again, there is a minimalistic approach to it. For example, while there’s not a lot of dialogue for NPCs, we will see reactions to certain events. This happens with our avatar’s neighbor, Nell. Our protagonist themselves will also occasionally think about things happening, and those asides can be entertaining.  Cassette Boy is at its best when challenging you to rethink your perspective to solve puzzles in this The Legend of Zelda and Fez style adventure. There are times when it can really test you and make you think! The minimalistic design direction is also a highlight. However, some combat elements can occasionally feel finicky, especially when the bow is involved. It definitely can be quite clever, and it’s well worth at the very least trying the demo if you also enjoyed games like Fez.  Cassette Boy will come to PCs via Steam on January 15, 2026, and a demo is available. It will also eventually appear on the Switch, PS4, PS5, Xbox One, and Xbox Series X .  The post Review: Cassette Boy Experiments With Perspectives Like Fez appeared first on Siliconera .
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