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.
Fatal Frame II: Crimson Butterfly Remake Review
Fatal Frame II: Crimson Butterfly Remake ReviewIt's not a flawless photograph, but this remake is memorable, terrifying, and artistically stunning.
IGN PC ReviewsMar 10
Fatal Frame II: Crimson Butterfly Remake Review - Frustration Behind The Camera
Fatal Frame II: Crimson Butterfly Remake Review - Frustration Behind The Camera Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, Switch 2, PC Publisher: Koei Tecmo Developer: Team Ninja Fatal Frame II’s reputation has always been intriguing. Hyperbolic phrases like “the scariest game ever made” have often been associated with the 2003 PlayStation 2 game, and I can frankly understand why after playing the remake. Fatal Frame II is frightening with its near-constant jump scares, oppressive atmosphere, difficult enemies, and arguably too much darkness. But more so than fear, the emotion I frequently grappled with was frustration.   Fatal Frame II: Crimson Butterfly Remake, like the original game, follows twin girls Mio and Mayu as they explore the haunted Minakami Village, a town that is just absolutely lousy with angry ghosts. The narrative, though intentionally vague and sometimes confusing, is engaging and follows the young girls as they grapple with the terrors of the village, its history, and a looming murderous ritual they must perform that sounds unpleasant. The quiet mood of Crimson Butterfly and the characterization of the sibling relationship are well executed, but fighting with the ghosts – the primary action of the game – is frustrating and usually ruins the mood. The basic idea of using a camera to defeat attacking ghosts is a strong one, as it was when the franchise debuted with the first Fatal Frame in 2001. Looking through the lens as a ghost ambles toward you and holding out until the last second to “fire” off a shot is scary. But every encounter with a ghost takes too long. The initial encounter with every enemy is tense and fun, but the longer you spend taking pictures of the angry ghost lady with the big sleeves, the less scary she gets. I was so frustrated by the time it took to destroy a ghost, especially early in the game, that I worried I fundamentally misunderstood the basic concept, re-reading the tutorials and even looking up gameplay from the original game. But no, it’s by design.   Adding more than one ghost to the mix also just ups the annoyance rather than the terror. Running back and forth to each side of a small room as multiple ghosts trade off trying to grab you in a rhythm not conducive to photographing either of them stops being scary almost immediately. I am attempting to defeat the lingering souls of the undead, not trying to offer them multiple angles for an Instagram post. And then, sometimes, the ghosts will become Aggravated, recover their health, and take even less damage from your photographs. Using the in-game term Aggravated is actually perfect, because it’s how I felt every time it happened. I would be okay with the challenges of fighting and photographing the ghosts, but it always hindered the fear factor tremendously, making every encounter less scary the longer it went on. Upgrading the camera and becoming a better photographer over the course of the game certainly helped with my annoyances, but I was never able to fully overcome them. The jump scares are also overbearing and too frequent. Fatal Frame II relies heavily on them to unsettle the player, but they’re excessive. Reaching for items can lead to a jump scare; Opening doors can lead to a jump scare; Looking through the lens at an enemy also frequently leads to jump scares where ghosts will suddenly apparate right in front of you and scream in your face. It’s an unavoidable attack that can’t be predicted, which made me mad instead of scared. It doesn’t take long to recognize all the jump scare tricks being broadcast, and though it’s hard to deny they are effective and made me yelp, they quickly feel cheap and manufactured.   I like the setting and characters of Fatal Frame II. The quiet moments between photo-combat and jump scares are moody and ethereal in a way I admire. The overall stability of the game is perfunctory, to be polite, and the load times are long (but infrequent), but I do like how the game looks and the delicate performances of the dialogue. I don’t mind spending time in Minakami Village (even if I never, ever want to go there in-person), but the majority of Crimson Butterfly is spent behind the camera, which is where I was the most frustrated and, importantly, not scared. Score: 6 About Game Informer's review system
Game Informer ReviewsMar 9
Monster Hunter Stories 3: Twisted Reflection Review - Monstie Mash
Monster Hunter Stories 3: Twisted Reflection Review - Monstie MashMonster Hunter Stories 3: Twisted Reflection is Monster Hunter firing on all cylinders. It takes Monster Hunter's core loop and molds it into a fantastic RPG with flexible turn-based combat, an engrossing story, and a captivating world. Its onboarding isn't the smoothest and some grinding can throw off the pace, but once Stories 3 settles into a rhythm, it's tough to put down. There's always one more monster to slay, one more den to raid, or one more quest to complete. This momentum builds into an explosive third act that I won't forget anytime soon. You play as the prince or princess of Azuria, a prosperous kingdom on the brink of war with a neighboring nation. After negotiations between the two kingdoms fail, you and your party set out on a globetrotting adventure to understand the root of the struggle. It's an intriguing setup that sidesteps a lot of RPG tropes by putting the conflict front and center early on. Vermeil, the neighboring nation, isn't painted as a ruthless power-hungry aggressor: Their land is being torn apart by the Encroachment, a crystallization phenomenon that is spreading across their kingdom. This complicates both sides' motives from the outset, and adds shades of gray in what could have otherwise been a clear-cut good vs evil premise. What really humanizes the Vermeil, though, is Princess Eleanor. In order to deescalate the war, she voluntarily puts herself in Azurian custody in order to buy the party some time to reverse the Encroachment without resorting to an all-out conflict. While you never actually visit Vermeil, Eleanor uses food to paint a vivid picture of what it was like growing up there. Meals have always played an important role in Monster Hunter, so it's clever how they're used to tell her story to the player. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 9
Monster Hunter Stories 3: Twisted Reflection Review
Monster Hunter Stories 3: Twisted Reflection ReviewA perfectly integrated gameplay loop in a bright, fun monster collecting experience.
IGN PC ReviewsMar 9
Review: Monster Hunter Stories 3 Feels More Like a JRPG
Review: Monster Hunter Stories 3 Feels More Like a JRPG When it came to the first two Monster Hunter Stories games, I always felt like they seemed like the sorts of stories you’d see in shonen manga or anime with something of a Pokemon collectible creature element. Yes, characters stayed viable for longer. But it always seemed to be about a beginner journeying, finding new Monstie friends, and ending up the very best. With Monster Hunter Stories 3: Twisted Reflection the tone is far different and the execution makes early-game creatures feel even more viable, resulting in a spin-off that feels much more like a traditional JRPG. Especially since the scope can feel a bit larger in this installment and like our human allies matter more. This starts with a more established avatar. As Monster Hunter Stories 3 begins, our protagonist is the prince or princess of the kingdom of Azuria, is an established Rider who is partnered with a Rathalos, and is the head of a preservation group known as the Rangers. Aside from some turmoil as a child, which resulted in their Ranger and rider mother the queen leaving with said Rathalos’ twin so it couldn’t be executed, our character’s had a pretty routine royal role. However, when an envoy from the neighboring kingdom of Vermeil, which their mother hailed from and isn’t on the best terms with Azuria arrives, that’s shaken up. A crystalline encroachment is killing people in that nation and headed toward Azuria. Princess Eleanor wants to head to the Northern Meridian, something that’s forbidden due to a covenant with the Wyverians, to search for answers and a solution.  https://www.youtube.com/watch?v=02Pf_OHXDHg The result leads to our avatar, Eleanor, and the members of the Rangers heading on a journey across the country with their Monsties in search of answers. While past games did involve these sorts of extended quests to different regions and biomes, Monster Hunter Stories 3’ s quest feels more poignant for a number of reasons. One is the greater importance lent to the human characters. There are side-stories for each of the Rangers that feel like loyalty missions due to the insights they offer into their backstories and the power-ups that result from spending that extra time running their quests. Another is the narrative in general. There are quite a few twists to things. One feels a little telegraphed. Others are a little deeper. What really happened? Why are those Rathalos considered cursed? The heavy focus on restoration is also a key part, since we aren’t trying to catch ‘em all just to have them all.  By the way, said Rangers? They're great. Like there's a fantastic selection of monsters in this entry, which is fun. But I loved spending time with Simon, Gaul, Kora, Ogden, Thea, and Eleanor. Each one feels very well-rounded and realized. Anyways, it’s interesting since that restoration element is so tied in to helping boost our possible rosters and keep Monsties we already started raising in Monster Hunter Stories 3 viable. As an example, I used my starting Tobi-Kadachi all the way into the endgame, as well as an Palamute I got not long after. Rite of Channeling allows you to arrange abilities on a grid to get bonuses for matching elements or types of attack in a row. You can use that to switch around existing ones or take genes from other monsters you hatched to bolster existing characters. Releasing ones you raised back into the wild is a major gameplay mechanic as well, resulting in finding new variants of existing creatures that could be handier. Also tackling invasive species and bring back extinct ones feels satisfying.  Images via Capcom Said monsters also feel more useful in Monster Hunter Stories 3 . As in past games, creatures possess abilities that allow you to better explore environments. In past games, I sometimes tended to ride because it was faster for getting around. Here, we’re constantly climbing up walls, burrowing to new areas, swimming on the backs of creatures, blasting other monsters or rocks, and even gliding to get around spaces. It’s a lot more dynamic, and I felt like I genuinely planned my team around exploration utility and combat prowess due to how often I’d switch who I’d be used to accomplish goals.  This of course lends itself to combat as well. Monster Hunter Stories 3 combat functions like past spin-offs, with the game possessing a “weapon-triangle” in which speed attacks beat power ones, power bests technical, and technical wins against speed. Likewise, enemy monster parts can be weak to three types of damage, such as arrow or gunlance pierce, sword or katana slash, and hunting horn or hammer slam. When you go into a fight, you have your avatar and one of their monsters and one of your Ranger partners and their monster. Each “team” gets three hearts signifying how many times they can be knocked out before a battle ends. You need to keep an eye on who is planning to attack your team to counter, and also be aware of what “type” of attacks that opponent likes to use so you have the right creature out. Not to mention that when pressured or under the influence of crystals, the opposing monsters’ attack patterns will change. As you fight alongside your monster, you might “team up” if you both attack the same part at the same time, and once a gauge fills you can “ride” on them and eventually unleash a stronger special attack at your leisure. I genuinely love the combat system, but I will admit there’s one element of it that gets to me. I found it moved really slow. While Monster Hunter Stories 3 did feel more like a JRPG to me than past games, I didn’t really hit that point where fights became quick and easy. It’s always going to be a while. (Though at some point, when you return to certain areas or get strong enough, some smaller opponents can be immediately KO-ed if you slam into them outside of battle.) There is a speed up toggle, but that doesn’t do much. This leads to fights feeling a little repetitive and like they can drag on. Images via Capcom Speaking of repetitive, that’s also what the egg-acquiring experience can feel like in Monster Hunter Stories 3 . Which isn’t all that dissimilar from past entries, but it seems a bit more pronounced here. When you find a den, either in the wild or via a monster retreating to it due to your actions during a fight, there are essentially a handful of set “arrangements.” The various gathering points are always going to be in the same spots. The nest will be in the same spot. If you spend too many chances choosing which egg you take, the monster will “return” from the same position. It’s also very a forgiving game when it comes to the creature realizing, “hey, there’s a human here stealing my eggs,” which meant I basically always stayed until I got one that was glowing.  I will say that makes it very easy to find what you need for side quests. The ones not tied to Rangers often involve retrieving certain eggs, getting certain materials, dealing with specific monsters, or seeing a notable creature in the environment. Since all of these elements are pretty easy to find in dens and areas once you’re familiar with a spot, it makes those extra errands pretty simple. Likewise, it helps when crafting new weapons or armor, since getting extra parts is a simple enough task.  Monster Hunter Stories 3: Twisted Reflection feels like it prioritizes story, characters, and combat in a way that makes the game feel even more like a JRPG. It’s another strong entry in a series of great Monster Hunter spin-offs for certain. I do wish there was a bit more diversity when it came to den design. And while combat is fun, it can drag on a bit. Still, it’s quite enjoyable and well worth your time. Monster Hunter Stories 3: Twisted Reflection  comes to the Switch 2, PS5, Xbox Series X, and PC  on March 13, 2026 , and a demo is available.  The post Review: Monster Hunter Stories 3 Feels More Like a JRPG appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 9
Review: Path of Mystery: A Brush With Death Has Ace Attorney Vibes
Review: Path of Mystery: A Brush With Death Has Ace Attorney Vibes We’re pretty lucky when it comes to Switch and Switch 2 mystery games. Between Capcom rereleasing games in the Ace Attorney series and titles like Blue Prince being playable on the systems, there are a lot of opportunities to solve different sorts of puzzles. Path of Mystery: A Brush with Death is Aksys’ latest visual novel with point-and-click elements, and it’s got the same sort of tone and investigative element as the Phoenix Wright games. It’s interesting and the sort of title more people should be talking about. Path of Mystery: A Brush with Death begins with Doppo Akazawa heading to the village of Narumizawa. He’s part of Teito University’s Mystery Research Club, having joined after his friend Kotaro Izawa convinced him to become its fourth member. The two of them, alongside the group’s “Blue-Blood Detective” Alice Nanjo and “leader” Kagero Tono, headed to the region to try and see what they could turn up about the Sanmei Incident cold case involving the murder of the artist Suiryu Uchida. His wife was considered responsible, but the group is going to using their “training camp” to determine if that’s really the case. https://www.youtube.com/watch?v=_MUn1oOUc7A Path of Mystery: A Brush with Death is an adventure game with mystery and point-and-click elements. Things start small, with a quick tutorial “case” involving the theft of a young man named Takeru Muto’s idol merchandise on a train and Doppo helping determine if  A-kura, B-tani, or C-ba is behind the “locked-room” mystery. This allows us to see Doppo’s retrocognition ability that allows him to see into the past. After an incident two years ago, he can sometimes see purple haze around objects that indicate he can explore past memories to solve mysteries. When he makes use of this, we see “low resolution” versions of the past we can investigate to see what happened prior to current events. What really makes Path of Mystery: A Brush with Death stand out from the very start are its production values. Rather than other visual novels or point-and-click adventure games, it feels very cinematic. There are a lot of dynamic perspectives and viewpoints shown. We see zoom-in and zoom-outs on important individuals. There’s a sense of perspective, layering, and positioning when character portraits appear during conversations. There are also a lot of different character expressions used. When situations call for it, such as an early “practice” case on the train, we see moving backgrounds through windows. It’s a great touch. Images via Aksys So is the way things look when Doppo uses retrocognition. Path of Mystery: A Brush with Death initially uses a menu-based approach with this gameplay element. When it triggers, we see pixelated or low resolution versions of spaces. A menu then appears that allows us to do things like “investigate,” “take,” or “talk” in that period. We get a limited number of actions during these scenes to explore and find clues to present a sense of urgency as we explore this different time and space than the present. Once you get that information and those clues, you need to go through and explore the current version of the scene and make deductions in the present with point-and-click mechanics to gain points, prove assertions, and discover the truth with your analysis.  I mentioned the tone of Path of Mystery: A Brush with Death is a highlight as well, and there’s a great balance before more serious and dramatic moments alongside more comedic ones. For example, Kagero and Kotaro are both used in sillier scenes. But at the same time, the Sanmei Incident is treated with a sense of gravity, as are Uchida family situations and ones involving Doppo Akazawa’s family.  Images via Aksys I also appreciated how there are little extras to the Path of Mystery: A Brush with Death experience. Yes, we’re exploring and working on a murder. However, there are also other elements. Getting to collect keychains by taking time to explore different parts of Narumizawa and talk to people ended up being more entertaining than I expected. There are also some retro-style arcade minigames along the lines of Heiankyo Alien / Digger and Asteroids . They aren’t amazing, but they’re okay enough as optional time sinks.  Path of Mystery: A Brush with Death ranges from dramatic to comedic as we watch college students attempt to solve a cold case, and Imagineer and Toybox handled its execution and presentation well. It looks great, with dynamic scenes, vivid character portraits, and clear visual distinctions between the past and present. It also manages to balance the tone well, hitting the right sorts of beats with appropriate emotions. It definitely reminded me of the Ace Attorney series, and I think folks who liked one would enjoy the other. Path of Mystery: A Brush with Death is available on the Nintendo Switch .  The post Review: Path of Mystery: A Brush With Death Has Ace Attorney Vibes appeared first on Siliconera .
Reviews Articles and News - SiliconeraMar 8
Slay the Spire 2 Early Access Review So Far
Slay the Spire 2 Early Access Review So FarWorthy of being called a sequel, even if it's extremely familiar in its opening hours.
IGN PC ReviewsMar 6
WWE 2K26 Review - The Main Event Wrestling Game We Need Right Now
WWE 2K26 Review - The Main Event Wrestling Game We Need Right NowIt's been 13 years since 2K Sports took over the WWE license, starting with the release of WWE 2K14 back when we were all still playing wrestling games on PlayStation 3 and Xbox 360. In the time since, the franchise has evolved , crashed and burned , and risen from the ashes . Now, with WWE 2K26 , the franchise is at a crossroads; that's bound to happen with any annual title. While there are some years that see huge leaps forward graphically, there are also those other years that have iterative installments where the advancements are minimal. Last year's WWE 2K25 was one of those years, with the underdeveloped The Island as the marquee addition. While WWE 2K26 might not have a major new addition like 2K23's War Games match, there is a lot to love about this latest entry, as its developers have addressed a long list of ongoing issues that have plagued fans in recent years. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 6
WWE 2K26 Review So Far
WWE 2K26 Review So FarSo far WWE 2K26 is mostly proving this series has been built on a great foundation.
IGN PC ReviewsMar 6
Legacy Of Kain: Defiance Remastered Review - Redeemer And Destroyer
Legacy Of Kain: Defiance Remastered Review - Redeemer And DestroyerFate and destiny are prominent themes throughout the twisting, time-hopping story of Legacy of Kain. And in that sense, it felt like protagonists Raziel and Kain were destined to remain absent from our lives forever--it's been 22 years since the release of the last game in the series, after all. It feels weird, then, to be able to say that a brand-new game in the vampiric series is coming out later this month, with Legacy of Kain: Ascendance launching on March 31. A small-scale side-scrolling platform-action game might not be what we were all expecting, but it's something. Before then, however, Crystal Dynamics has teamed up with PlayEveryWare to remaster 2003's Legacy of Kain: Defiance . After making Legacy of Kain: Soul Reaver 1&2 Remastered , tackling Defiance was the logical next step, as it serves as the climactic final chapter in Raziel and Kain's theatrical tale, catching people up on what is going on in time for the release of Ascendance. And while this is a fantastic remaster, the flaws of the original game still shine through. Defiance might be the third entry in the Soul Reaver story, but it's also the first and only game in the series to feature both Legacy of Kain protagonists as playable characters. From one level to the next, the perspective shifts between the despotic vampire lord Kain, and his former lieutenant turned vengeful wraith, Raziel. The story picks up right where Soul Reaver 2 left off, sending both characters hurtling into the past following a time paradox that altered Nosgoth's history for the worse. Continue Reading at GameSpot
GameSpot - Game ReviewsMar 6