It should be no surprise that the 9-year gap between Pikmin 2 and Pikmin 3 led to massive visual and technical improvement. Not only does the game look better and feel smoother to play than its predecessors, but it further enables one of the best aspects of the Pikmin series: multitasking. What makes me excited about the Pikmin series is that the games aren’t necessarily iterative sequels. Each one of the games has its own unique structure that places emphasis on different aspects of the series. The first Pikmin was all about time management, Pikmin 2 focused more on combat and reacting to sticky situations, and Pikmin 3 hones in on multitasking. For full context, you can read my reviews ofPikmin and Pikmin 2.
The game begins not with our beloved Captain Olimar, but instead we follow the story of a crew of 3 new characters. Alph, Brittany, and Charlie have been tasked with searching the galaxy for a new source of food as their planet faces starvation. They crash land on Earth and lose critical ship parts that they need to get back home. As they track down the ship parts, they also discover the bounty of fruit that grows on Earth and set out to collect all the seeds that they can to revitalize their own planet.
The structure of Pikmin 3 is more objective based than its predecessors. You are often given an obvious goal to pursue whether it be tracking down a signal to a ship part or trying to rescue a crew member. There’s no looming 30-day limit like in the original Pikmin, but you do need a steady supply of fruit juice to stay alive. As you explore the world you collect fruit, partly to bring the seeds back home, but also to turn into juice for immediate nourishment. It’s more lenient than a set day limit, but I do appreciate that there was some form of time limit. Even if you’ll probably have way more fruit than you need, having that motivation to maximize every day is a good thing.
Having 3 crew members to control is just the beginning of how Pikmin 3 emphasizes multitasking. You can switch between them freely and have each character control their own horde of Pikmin. You often need to solve puzzles that require you to toss the crew across gaps or on higher up platforms. But the big addition is the “go here” functionality. When you open the map, you can click on a spot and command the character that you are controlling to walk there automatically with their horde of Pikmin. This enables the player to have all 3 characters be actively doing something and allows them to optimize for speed. You could be fighting enemies with Alph, have Charlie walk back to the base to pluck Pikmin, and have Brittany lead her horde to a new location all at the same time.
I also enjoyed the addition of both new Pikmin types. Pikmin 3 excludes the Purple and White Pikmin from Pikmin 2 and replaces them with Rock and Flying Pikmin. Not only are they adorable, but they have distinct strengths and weaknesses. Rock Pikmin can shatter crystals and do a ton of damage if thrown on an enemy, but they cannot latch onto enemies for repeated hits like other Pikmin types. Flying Pikmin can soar over terrain to carry objects and are great at dealing with airborne enemies, but they deal low damage overall. Both these new types are useful without being overwhelmingly powerful like the Purple Pikmin were.
There is also a plethora of quality-of-life improvements that make Pikmin 3 a much smoother experience than its predecessors. The Pikmin AI is much better in general and they rarely, if ever, get caught on terrain or fall off ledges. Instead of haphazardly swarming you can now use the specialized charge attack to order your Pikmin to rush at an enemy or item. But one of the bigger changes is the lock-on functionality. In previous games you constantly had to be aiming your cursor at whatever you were tossing your Pikmin at. In Pikmin 3, you can just lock onto your target and throw with confidence knowing your Pikmin would land on target.
The downside of having so many quality-of-life improvements is that it also results in the game being significantly easier than its predecessors. Without worrying about Pikmin killing themselves in frustrating fashion you can command your Pikmin with much more confidence. The charge attack makes it simple to burst down enemies quickly. The lock-on functionality makes it exceptionally easy to run circles around enemies. While I don’t think aiming should be the primary focus of a real-time strategy game, I do think it was a meaningful skill expression to keep the cursor on enemies as you kited. I’m torn on the inclusion of lock on because of this. Moreover, I feel like Pikmin 3 enemies have reduced health for whatever reason, making the game even easier. Basic enemies are just too easy to takedown and don’t pose much of a threat.
Even though regular enemies were a bit too easy, I did enjoy the dynamic boss battles that Pikmin 3 offers. They aren’t super challenging by any means, but they are fantastic spectacles with interesting arenas and mechanics. Figuring out how to exploit the boss’ weakness is an enjoyable experience, and it can be a little tense if you are running out of time during the day. Even if they are easy, I had fun with them. But if you are looking for a real challenge, you’ll have to look towards the mission mode.
The mission mode in Pikmin 3 is additional content outside of the campaign. These are timed challenges with a few variations: treasure hunt, battling enemies, and boss battles. These are specifically tailored maps that you really have to plan out routes and optimize if you want to get a platinum medal. I spent a good amount of time getting a handful of platinum medals on the treasure hunt missions. I think this was an excellent inclusion because it lets players play around with optimization, time management, and multitasking without having to replay the entire game.
Pikmin 3 is one of the best-looking games of its generation with wonderfully detailed microbiomes. It hones in on one of my favorite aspects of the Pikmin aesthetic: miniature naturescapes. Every level is like a little terrarium to explore with towering foliage, streams with lily pads to hop across, and dark caverns filled with bioluminescent plants. The visual fidelity and environmental design are absolutely superb. And I love that there is an occasional rainy day to add some ambiance even if it doesn’t have any gameplay implications.
I personally played Pikmin 3 on Nintendo Switch with the remastered Pikmin 3 Deluxe edition. Aside from being graphically enhanced, it has some gameplay changes like having a bigger whistle radius, being able to call loose Pikmin back to the ship, and the charge attack only using the Pikmin type that you have currently selected. The game originally was designed for the Wii U and made use of the gamepad for the map, but I didn’t have any frustrations with having to open the map separately. There are also some new additions such as the Piklopedia and new side stories for Olimar and Louie. Overall, this is the best way to play the game.
I don’t think Pikmin 3 is my favorite in the series. It may be because of nostalgia, but the structure of the original Pikmin was just so compelling. The tense 30-day limit to find all your critical ship parts provided a real sense of urgency. I do appreciate that Pikmin 3 did reintroduce some time limit with the juice system. The focus on multitasking and the ability to order all 3 characters at the same time is superb. And of course, Pikmin 3 is technically and visually impressive. It certainly has my favorite environments, levels, and bosses of the series thus far. I will always vividly remember riding a lily pad downstream on a rainy day as dandelions tower overhead. I can’t wait to finally give Pikmin 4 a try.
Growing up, Paper Mario: The Thousand-Year Door was one of my favorite games to play. To this day many of its imaginative areas stick out in my mind as hallmarks of excellence. I was excited for the remaster to be released so I could revisit a staple of my childhood. Playing through the game now resolidified my confidence that Paper Mario: The Thousand-Year Door is one of the greatest RPGs of all time. The game oozes charm, character, and creativity from every crevice.
In classic Mario fashion, the game opens with Peach getting kidnapped, but not by Bowser this time. The mysterious X-Nauts have captured her as Peach found a map to the legendary treasure underneath the city of Rogueport. The treasure is behind the locked Thousand-Year Door which can only be opened by collecting the 7 Crystal Stars. The game follows Mario as he hunts down the Crystal Stars in a variety of locales. And what a fantastic set of locales they are.
From the very start of the game, it is apparent how creative Paper Mario: The Thousand-Year Door is. Rogueport is a run-down, grimy, and crime ridden city that serves as your hub. The city center has a few establishments but the gallows in the middle makes it abundantly clear what kind of city this is. The art, atmosphere, and slimy characters make Rogueport a standout location. And that’s just the beginning. As the game progresses you will encounter a handful of unique and charming areas. Glitz Pit is one of my favorite areas in any video game. This flying wrestling arena begins innocuously as you climb the ranks to claim the champion’s belt, but it slowly injects mystery and intrigue into its cramped halls. Paper Mario: The Thousand-Year Door is full of creative ideas and memorable places, each with their own episodic story to tell.
Part of what makes Paper Mario: The Thousand-Year Door so charming is its cast of characters and writing. Through your adventures you will encounter a ton of characters brimming with personality. Each of Mario’s partners has their own distinct character traits and motivations. Even side characters that don’t have a ton of relevance to the story feel genuine. The writing is just filled with charm and wit. While the game relies plenty on humor, it does have its serious moments of bravery, introspection, and self-sacrifice. And the character’s expressive animations go the extra mile to bring life to these paper cutouts.
A common complaint that many people have with turn-based RPGs is that the combat is boring. Oftentimes it can boil down to selecting your most powerful attack and watching animations ad nauseam. While Paper Mario: The Thousand Year Door might not have incredible levels of depth it does have one key thing going for it: interactivity. Mario and his partners have a variety of attacks, each with their own button prompts to execute for better results. It may be as simple as pressing the “A” button at the right time, or holding back on the analog stick and letting it snap back at the apex of a hammer swing, but there is a fantastic tactile feeling to the otherwise simplistic combat. The timings are fairly generous but I think that is a good thing because of the necessity of landing these bonuses. You are going to have a very hard time if you don’t learn these prompts and fail to execute. I like that because even though choosing an attack may be fairly straightforward, you aren’t relegated to just watching an animation play. You have to be actively engaged to maximize your output.
Aside from the active aspect of combat, I also love how customizable your strategy can be. A prominent component of this is the badge system. As you explore, you collect a variety of badges that can be equipped at the cost of BP (which can be earned on level-up). These BP can range from extra defense when you are low HP, to special attacks that cause status effects such as sleep, to a raw damage buff. The more generalist and powerful badges cost a ton of BP so it can be fun to experiment with different builds. Moreover, there are a handful of different partners to fight alongside to choose from. While you can swap them around as you please, I think many people are going to have one or two favorites that they default to. Between badges and partner selection, there’s a solid amount of customization to how you approach combat.
Apart from combat, another aspect that many RPGs get wrong that Paper Mario: The Thousand-Year Door gets right is pacing. Many RPGs are notoriously long games that could take months of regular play to complete. Paper Mario: The Thousand-Year Door is a relatively brisk adventure comparatively. But it doesn’t feel rushed either. A complaint that I had about Super Mario RPG was that while I appreciated how quick it moved from place to place, it often felt rushed and I had no time to truly soak in the world. Paper Mario: The Thousand-Year Door sits in the Goldilocks zone of pacing; every chapter is just right in length. There’s enough time to become familiar with every area and to tell an interesting story in every chapter, but it never overstays its welcome either. Overall pacing is something that is crucial yet incredibly hard to perfect, but Paper Mario: The Thousand-Year Door does a great job at it.
Unfortunately, a pacing problem is also my sole issue with Paper Mario: The Thousand-Year Door. While every chapter and the game itself is paced wonderfully on the whole, I do think there are some moment-to-moment drags. Structurally, many chapters play out similarly: opening with Mario venturing into a new area, learning about the area, discovering the antagonist, fighting through a bunch of bad guys to reach the boss, resolving that chapter’s conflict, and then closing out by seeing what Peach and Bowser have been up to in the meantime. The problem is that all the combat is packed right into the middle of the chapter.
I typically want there to be a healthy mix of combat, story, and exploration throughout but all the talking bits are concentrated at the beginning and end of every chapter. Completing one chapter, the in between sections, and then starting a new chapter can often feel like ages have passed without any combat. And even if I think the combat is solid for an RPG, it can get repetitive if it’s all I’m doing in the middle of a chapter. I wanted story to break up the combat. And I wanted combat to break up the story. I think this issue is minor in the grand scheme of things, but I definitely would’ve liked to have story and combat less isolated from one another.
When I played the game this time around, I tried the remaster that was released for the Nintendo Switch. I can confidently say that this is the definitive way to play the game. The game’s presentation has been improved with improved visual fidelity and new expressive character animations. The soundtrack has been wonderfully redone but there is also the option to use the old version if that’s what you prefer. There’s some great new quality of life changes such as quick swapping partners while exploring and an increased inventory size. Some areas have a new shortcut to cut down on tedious backtracking. And there are new optional bosses for players who don’t want the adventure to end. It’s an all-around excellent remaster with some nice touches.
There’s a reason that Paper Mario: The Thousand-Year Door is a legendary RPG. It’s a game that looms over the rest of the genre as the benchmark for excellence. Paper Mario as a series in particular has had a hard time living up to this peak. It’s charming cast of characters, creative locales, and intriguing episodic chapters make for an unforgettable adventure. The combat allows for some customization and its active nature keeps it from being a turn-based snooze fest. If you are a fan of RPGs, Paper Mario: The Thousand-Year Door is a game that you cannot miss.
Yakuza Kiwami is a remake of the original Yakuza game from 2005. Being a remake of a PS2-era beat ‘em up definitely limits how much the developers can do to improve an antiquated experience while simultaneously remaining faithful to the original design. After playing Yakuza 0, I was excited to see how the developers could leverage the new engine and combat to modernize the original Yakuza experience (read my Yakuza 0 review for further context). Unfortunately, I feel like there were a few key missteps in combat and side-quest design that were completely unrelated to being a remake. Still, Yakuza Kiwami is a fun romp through the nightlife district of Tokyo for fans of the series.
The game’s prologue starts with everyone’s favorite protagonist Kiryu taking the blame for the murder of the Dojima family patriarch. Not only does Kiryu land himself in jail for 10 years, but he is on the hit list of all Yakuza in the area for killing a high-ranking member of their crime organization. The game starts in earnest when Kiryu is released from jail and a civil war breaks out among the Yakuza families.
The story of Yakuza Kiwami isn’t quite as gripping as Yakuza 0, but much of that is just due to the era of the original’s release. There’s a lot of random sequences and wild goose chases that break up the pace of the story. That being said, Yakuza Kiwami is helped by virtue of now having a prequel to develop many of its characters. Knowing more about Kiryu, Nishiki, Majima, Shimano, and the rest of the cast goes a long way to make me more emotionally invested in the story. Still, I definitely wasn’t sitting on my edge of seat for the climax like I was during the finale of Yakuza 0.
The main appeal of the Yakuza games is the incredibly dense open world. I loved revisiting Kamurocho and seeing how the world I’d become so familiar with had changed with this installment. For the most part, the city is largely the same as it was 20 years prior aside from a few new Cabaret clubs and of course the Millenium Tower where the empty lot used to be. The game has plenty of callbacks and humorous moments referencing the side-stories of Yakuza 0.
Unfortunately, I felt that the tie-ins to Yakuza 0 were my favorite side-stories in Yakuza Kiwami. What I love about side-stories in Yakuza is how silly they are in comparison to the serious nature of the main story. Yakuza Kiwami lacks any truly memorable goofy moments. Most of the side-stories are some variations of somebody trying to scam Kiryu. Some of the schemes are a little crude and it’s fun to watch Kiryu’s reactions, but it never reaches the heights of zaniness that Yakuza 0 had.
Even though the side-stories were a bit of a letdown, I still think that the open world is a strength of Yakuza Kiwami. There is so much to do and get distracted by in such a tightly crafted city. Of course, there are a variety of mini-games to go along with the side stories. I spent more time than I should have racing toy cars, fighting in the coliseum, and playing inappropriate Pokemon against elementary schoolers. I’m not partial to the plethora of gambling mini-games but there are a ton of them for fans of them. I really did have fun running around the city and seeing what I could do, but I think my favorite twist is the Majima Everywhere system.
After the events of Yakuza 0, Majima has pretty much lost his mind. He roams around the city, searching for Kiryu. Majima craves a good fight and relishes in helping Kiryu gain his skills back after spending a decade in jail. Every time you encounter Majima, you are locked into a boss fight with him. As you repeatedly defeat him, you will unlock new abilities in the Dragon of Dojima fighting style. My favorite aspect of this system is not the boss fights, but how Majima will show up as you play mini-games or as a taxi driver or as a bartender. Seeing Majima put on costumes and surprise Kiryu across the city is the lighthearted goofiness that I felt Yakuza Kiwami was sorely lacking.
Even though I enjoyed the encounters with Majima, I got a little tired of fighting him by the end of the game. And this is in large part due to the combat of Yakuza Kiwami. When you compare the combat in Yakuza 0 to the combat in Yakuza Kiwami, they may seem indistinguishable from each other, but there are some crucial differences that I think absolutely ruin many of the encounters in the game. Like Yakuza 0, the game is an action brawler where you beat the hell out of goons with 4 different styles that you can switch between. What made the combat of Yakuza 0 fun to me was contextual. Playing as Kiryu, the disgraced badass with unimpeachable morals and fighting against the scummy Yakuza who wronged you was greatly satisfying. While it often was easy and simplistic, I had fun. Yakuza Kiwami makes encounters more challenging, but in a frustrating fashion.
The first major difference in Yakuza Kiwami is its enemy design. Baddies in this game are far more likely to block and dodge out of your attacks. Even during the middle of your combos they can turn around and start blocking. I never really found a good way of dealing with this other than just to continue wailing on them to get the occasional hit in. Using grabs and throws seems like it should be the natural counter to blocking, but most enemies just dodge out of grabs and many of them will actually deal damage to you if you grab them.
Bosses in particular are very slippery and hard to hit. They also have uninterruptible combos that will ignore hitstun if you attempt to attack them during that time. Trading blows with enemies seems to make sense in the world of Yakuza, but for some inexplicable reason Kiryu was made to be much more fragile. Taking any hit will cause a brief hitstun and interrupt whatever you are doing. Getting knocked to the ground is a common occurrence. Fighting groups of enemies is a nightmare because it’s so likely that you will get interrupted every time you try to attack. I was sorely disappointed that even in Beast style, the fighting stance specifically designed to deal with groups, Kiryu has no additional resistance to hitstun and a light breeze will prevent him from attacking.
Another annoyance is the addition of the Kiwami mechanic. When bosses get low on health, they begin glowing a colored aura and rapidly heal. To interrupt this, you have to swap to the style that matches the color and use a special heat move on them. Swapping to the correct style takes time. And if you don’t have enough heat you have to use an item or hit them a bunch which takes time. And during this time, they continue healing. I feel like this mechanic was supposed to be a cinematic way of dealing big damage to the bosses, but most of the time I was lucky to break even after they had healed for a few seconds. They can do this multiple times per fight, and using the same heat move in the same battle deals reduced damage. Which is a massive oversight considering that you only have the one heat move to interrupt Kiwami healing. This mechanic is utterly pace breaking and annoying to deal with.
All of these issues make the combat in Yakuza Kiwami painfully slow and tedious. The combination of enemies constantly blocking and dodging, Kiryu having trouble getting off significant hits, and bosses healing massive amounts multiple times throughout a single fight just makes combat take forever. On normal difficulty the game still isn’t “difficult”, you can carry a dozen healing items with you and can take a hefty beating before going down. It’s just tedious to slowly whittle away at enemy health and popping a healing item whenever you get low. I don’t need the combat to be deep or challenging, I just want it to feel good to smack around bad guys as the indomitable Kiryu.
I was shocked how many steps backwards Yakuza Kiwami took from Yakuza 0. I can look past the dated story since the game is a remake, but the bland side stories and tedious combat surprised me. It’s still a fun enough game, exploring the city and getting distracted by the plethora of mini-games is essential to the series. If you played Yakuza 0 and want more, then Yakuza Kiwami is the next logical step. But definitely don’t start with Yakuza Kiwami even though it is a remake of the first game in the series. And if Yakuza 0 didn’t click with you, then Yakuza Kiwami definitely won’t. Unfortunately, it is a worse game in every way. I’m still looking forward to the rest of the series, and I hope that this was just a low point.
Animal Well is a special game. It’s a game that begs the player to get lost in its atmosphere and labyrinthian level design. It’s a game that has no tutorials or guiding text, the player has to experiment with ideas and explore the world to figure out what to do. It’s a game that transported me into its ethereal world filled with mystery, spooky vibes, and of course, animals. It’s a game that I think everybody is capable of completing, yet it has much deeper secrets that require a dedicated community to uncover. It’s a game that I think you should play.
Metroidvanias are exceedingly common in the indie gaming landscape, but Animal Well stands apart from its peers. There is no combat and it doesn’t really focus on platforming either. Instead, Animal Well is about navigation and thinking. You have to figure out where you can go and how to get there using the tools at your disposal. After a short introductory area, you emerge into a great cavern with four pedestals and matching statues. There are four primary directions to choose from and a handful of other branching paths. It’s up to the player’s curiosity to lead them in a direction.
You may stumble across roadblocks and have to poke around in different directions to see what is accessible. But that is part of the magic of Animal Well. It is a real labyrinth that requires the player to be inquisitive about the world. I often went in a direction and had to turn around and find a different way to go, but I never felt discouraged or stuck. The cogs in my brain were always turning and thinking of where to go next and how to progress. The game’s dream-like atmosphere and gorgeously stylized visuals ensured that I wanted to stay in its world as long as possible.
I’ve never seen a game that looks quite like Animal Well. Its cutesy pixel art paired with simulated lighting and fluid effects is truly remarkable. The world is dark, mysterious, and ominous at times. There are even moments of outright terror. But the faint light from lanterns and fireflies provides a comforting glow. Firecrackers provide flickering illumination as well as a hazy smoke effect to distort the environment. The ambient darkness and the understated soundtrack go a long way to make Animal Well immersive. This is further assisted by its cast of creatures.
One of my favorite aspects of Animal Well is of course the animals. The world is populated by cute, charming, and sometimes ferocious creatures. From little chinchillas that you can ride atop, to dogs that chase you down, to a whale that shoots jets of water at you, the animals aren’t just set dressing. They feel like real residents of this world with their own personalities and behavior. Figuring out how to avoid or use the animals to solve puzzles is not only satisfying, but intuitive.
The commitment to crafting an ethereal world filled with animals is further reflected in the playful toolset of Animal Well. You never acquire the classic double jump or explosive item to blast open walls, instead the things that you find are more interesting. The player will most likely come across the Bubble Wand and Frisbee as their first couple of items. Figuring out how these seemingly mundane and silly tools can be useful is very enjoyable. Experimenting with how to use these gadgets to traverse the world, solve puzzles, and interact with animals is wonderful.
The only potential hiccup in the main part of the game is the existence of a handful of awkward jumps. I don’t feel like Animal Well really is a platformer. Of course there is platforming in the game, but it rarely asks the player to make a series of difficult jumps. Which makes it odd when there is a particularly awkward jump seemingly out of nowhere. This is made more frustrating because oftentimes when you miss a jump you fall to a previous screen or even get reset at a checkpoint. I think having real stakes when exploring is great, but I can see how some players may get frustrated if they miss a particularly tricky jump a few times in a row and lose their progress.
Animal Well is known for being a “layered” game. From the moment you start to the first time you see the credits roll is the main part of the game and is known as “Layer 1”. There are 3 deeper layers, each with increasing obscurity and there are secrets that still haven’t been found months after release. I strongly disagree with a common sentiment that “the real game doesn’t start until after the credits”. To me, Layer 1 is the most enjoyable due to the exponential growth of complexity and obscurity that the deeper layers require.
I was able to complete Layer 2 and made some progress in Layer 3 before I called it quits. Layer 2 is a fairly straightforward completionist egg hunt. You have to dig through the nooks and crannies of the world to find 64 hidden eggs. I think this is mostly fine, but hunting down those last few eggs can be a little painful as you have no idea where they could be. I spent hours running around the map in circles looking for those last few secrets. Layer 3 is where things quickly get insane. There are 16 bunnies hidden across the map and simply finding them requires a ton of dedication and observational skills. To actually solve the puzzles and acquire the bunnies often requires extreme out-of-the-box thinking. I don’t think that these puzzles are unfair or unsolvable, but I’d be shocked if anybody got all 16 bunnies without outside help. I didn’t even touch Layer 4 and I assume it is only for the most dedicated of puzzlers.
I admire how layers upon layers of secrets are built on top of one another. I love the feeling when you discover something that was expertly hidden right in front of your eyes. While I gave up early on in Layer 3, I appreciate that there are deeper and more obscure puzzles for players who want them. I think the downside of this is that the game will almost always end on a limp note for many players. At some point you are going to reach your limit of obscurity and throw in the towel. It doesn’t feel great to have a great experience end because you had to quit. There’s not really a way to avoid this in a “layered” game like Animal Well. It’s a necessary tradeoff to allow for the iceberg of secrets that the game hides.
Animal Well really is a game that you just have to experience. It’s hard to describe how gripping its dreamlike world is. Exploring the depths of the well and uncovering its secrets is something that I had a hard time stepping away from. Even though I wasn’t able to peel back all the layers, the first layer by itself is spectacular. It is for these reasons that I give Animal Well a 9/10. It’s an experience with unparalleled atmosphere, thoughtful puzzles, and has a mix of memorable moments that are charming and terrifying.
Elden Ring is one of the most awe-inspiring adventures ever made. Its grandiose scope paired with wonderfully varied environments, naturally occurring vistas, and absurd array of characters and enemies is something that may never be surpassed. In many ways, Elden Ring is the natural evolution of FromSoftware’s Dark Souls franchise. It streamlines many of the more controversial aspects while doubling down on action and spectacle. And while I do love Elden Ring, I think something was lost in that evolution. Moreover, Elden Ring is often a victim of its scope. The game is gargantuan and undeniably runs out of steam towards the end.
What Elden Ring does best is the jaw-dropping moments of environmental reveals. The game has so many different classic fantasy areas such as magnificent castles, rolling plains, snow-capped mountains, desolate and rocky badlands, and dense forests. But it also has plenty of its own imaginative areas such as the rotting and malaised hellscape of Caelid. The sheer wonder I felt when I discovered the luminous skies in Siofra River is a high point that mirrored the first time I stepped foot in Anor Londo a decade ago when I first played Dark Souls.
It’s all the more impressive that Elden Ring manages to be full of these grandiose landscapes and creative environments when considering the scope of the game. The game is truly massive. In the first area of the game there’s a good chance you’ll be teleported to the other side of the map which serves as a shocking revelation that the big area that you’ve spent hours exploring is nothing but a miniscule slice of the world. Aside from the main dungeons and attractions in each area, there are plenty of enemy encampments, roaming bosses, side dungeons, and other secrets to uncover. While some may argue that the big world can feel a bit empty at times, I’d propose that blank space is vital. It makes the world feel genuine and real. The settlements and points of interest are spread out so you can spend a few minutes riding your horse and appreciating the landscapes.
To go along with its massive world, Elden Ring also boasts the most build variety of any of its predecessors. There’s a plethora of weapons, shields, spells, talismans, ashes of war, spirit ashes, and other items to find that can dramatically change the way you play. Aside from dealing high damage, heavy weapons deal a good amount of hitstun and also build up stagger which can allow you to land a critical strike every so often. Light weapons hit fast and let you hit the boss in the middle of their combos. Magic is better than ever for anyone who wants to play as a sorcerer. Status effects such as bleed and frost are also viable as they deal big chunks of a boss’s health bar. There’re tons of ways to modify your build to match your playstyle, which I think is fantastic.
Unfortunately, with so many options come quite a few issues as well. The sheer quantity of builds has three main flaws: exploration rewards, the upgrade system, and balance. In such a big world, you want to be rewarded for exploring every nook and cranny. Battling through a dungeon is a reward in and of itself, but most players want some sort of relevant trinket or item to help them along their journey. The problem in the case of Elden Ring is that the vast, vast majority of things that you find will be completely irrelevant to your build. If you want to play as a knight with a sword, pretty much every spell, weapon, and most talismans you find do absolutely nothing for you. To make matters worse, the game often rewards you with random material and cookbooks used in its crafting system, which most players don’t truly engage with. Sure, you get rewarded in the form of experience points just for defeating enemies. But the “fun” stuff such as new weapons and gear will be unusable for most players.
This problem is made much worse by the restrictive upgrading system. If players actually had the freedom to experiment with all of the new weapons and tools that they find then these would be sufficient rewards. But the reality is that because of how stingy the game is with upgrade materials (smithing stones), you won’t have enough material to test all the weapons you want to use. Moreover, it’s impossible to compare the effectiveness of a new weapon to your current one, as there is no way you will have enough material to fully upgrade the new weapon to the same tier as your current one. Most players are just going to stick with one or two weapons that they like and not experiment too much as it is cost prohibitive to do so.
There are plenty of open world games out there to play. The gorgeous and somber world is without a doubt one of its main appeals. But what truly makes the game stand out among its peers is its combat. Most big open world games have fairly rudimentary combat systems. While Elden Ring doesn’t quite have the complexity of Devil May Cry or Bayonetta, it still boasts challenging encounters that are begging to be mastered. FromSoftware has progressively made its Souls-style games more and more action-y, and Elden Ring is the natural progression of that trend. For better, and for worse.
Aside from the sheer variety that new weapons and magic affords, Elden Ring also boasts other tools to be used in combat. One major one is Ashes of War. All weapons have a default skill that can be used at the cost of some mana. These skills range from simple buffs, to whirling combos, to front-flipping slams with your sword. As you adventure and find Ashes of War which can be used to override your weapon’s skill with a new one. And if you are using a shield, you can perform a guard counter after blocking an attack for big damage. Having these skills at your disposal does open up combat a bit more from the standard light and heavy attacks that we’ve become familiar with.
Weapon skills and guard counters also highlight an important new mechanic: stance breaking. Like in Sekiro: Shadows Die Twice, you deal stance damage to enemies and bosses as you hit them. Light attacks do little stance damage, heavy attacks do big stance damage, and guard counters/skills can deal massive stance damage. If you deal enough stance damage in a short window of time the enemy will become stance broken allowing you to land a critical strike on their weak point. Not only does this do big damage, but it also gives you a moment of breathing room where you can heal, regenerate stamina, cast buffs, or attack a couple extra times for free.
I quite like the addition of this mechanic as it encourages players to remain aggressive and keep up dealing stance damage whenever possible. My one issue with this is that unlike in Sekiro: Shadows Die Twice, the stance bar is invisible. I have no idea whether or not I’m close to a stance break which influences my decision making. If a boss was close to being stance broken, I may up my aggression, or the opposite case may be true if they regenerated all of their stance. I really don’t understand why this was kept hidden from the player when they had no problem displaying the stance bar in Sekiro: Shadows Die Twice.
A major addition to the game is the jump button. While it may seem like it is mostly useful in short platforming sections, it turns out that jumping is absurdly powerful in combat. It may cost a chunk of stamina, but the jumping attack does a ton of damage both to health and stance. It also feels more reliable to execute than a normal heavy attack in many cases. Another huge benefit is that many attacks in the game are jumpable. I often found that I avoided attacks when going for a jumping attack of my own. While I do appreciate the inclusion of the jumping, I do think it has a few flaws.
First and foremost, the jump attack feels too powerful. This is especially true for builds with slow and heavy weapons as they rely on dealing stance damage. Moreover, the jump attack’s reliability makes it easier to execute than a charged heavy attack. It looks and feels a little silly to be jumping around constantly. My other issue with jumping is that it feels unreliable as a defensive option. While plenty of attacks are jumpable, the visual cues for these attacks feel inconsistent. Low sweeping attacks and ground slams may be obviously jumpable, but there are also many attacks that do not look like you can jump over them even though you can. Conversely, there are a handful of attacks that you cannot jump over even though you can’t such as ground eruptions. This led to frustration, trial and error, and ultimately, I stopped relying on jumps to dodge unless I knew for sure that something was jumpable.
Combat in Elden Ring is faster than most of its predecessors. While the series has been known for high-commitment actions with careful stamina management, Elden Ring gives the player much more stamina and quicker animations. You still have to be careful to not spam actions too much and run out of stamina, but generally it’s a far less present threat than in a game like Dark Souls. Of course, the reduction of these limitations on the player also means that the developers can afford to crank up the speed and relentlessness of the enemies as well.
All of these changes have undoubtedly increased the combat depth of Elden Ring. While it’s no Bayonetta, Elden Ring blows its open-world peers out of the water. In most open-world RPGs you just kind of have to accept that the combat is going to be underwhelming, but fighting enemies in Elden Ring is genuinely engaging. Even basic enemies can be threatening if you get swarmed. And stronger foes pose a real challenge. There’s a ton of creative visual design and a variety of enemies that will keep the player on their toes. But I have two major issues with the combat in Elden Ring: Spirit Ashes and boss fights.
The most impactful and controversial addition to Elden Ring is Spirit Ashes. These let you summon helpful allies to fight alongside you at the cost of some mana or health. I don’t hate the idea here. These summons help you deal with groups of enemies and provide some breathing room against bigger foes such as bosses. Summoning can make the game feel more dynamic as fights feel like real skirmishes. They also can be fun if you are roleplaying, summoning a horde of skeletons, knights, or wolves can make sense depending on your character.
My primary issue with Spirit Ashes is the enemy AI seems incapable of dealing with multiple foes. Most bosses can be trivialized by simply having a summoned buddy that draws the boss’s attention away from you. Encounters can be made stupidly easy because you get plenty of extra time to heal, regenerate stamina, cast spells, and get free hits in while the boss is attacking your summon. This is made worse by the fact that many Spirit Ashes are egregiously overpowered and are often capable of defeating bosses on their own without any intervention from the player.
You can make the argument that the player isn’t required to use Spirit Ashes if they don’t want to. But there’s a few problems with this. First and foremost, Spirit Ashes and their upgrade materials are a common reward for completing dungeons. They are undoubtedly a core component of the game, and it feels bad to just ignore them altogether. Moreover, FromSoftware is famous for never including an easy mode in their games. They have always been adamant that having a singularly designed and fine-tuned experience is how they want to make their games.
Part of the reasoning for lacking difficulty options is so that players can all discuss their experiences with the game on an equal level. Everyone can enter the discussion from the same place and understanding. That’s not the case with Elden Ring. Build diversity and Spirit Ashes dramatically change how you engage with the game. I found it immensely disheartening when I looked online after playing the game to see how other players fared against certain bosses and an exceedingly common response was “it’s easy if you use Spirit Ashes”. The game’s discourse has been entirely warped around them and if you used them or not which is frustrating when there is so much to talk about.
I think my biggest problem with Spirit Ashes is that there isn’t a middle ground. You either use them or you don’t. When using them many of the game’s encounters become trivially easy. When not using them, Elden Ring is the hardest FromSoftware title with relentlessly aggressive enemies. I don’t know what the intended experience is here. Neither option feels good. Bosses movesets feel like they are tuned for fighting multiple foes but their AI just can’t handle it. Bosses often cross the boundary into being more frustrating than fun.
FromSoftware has long been in an accelerating arms race with its player base. Their reputation for making difficult games combined with players’ skill naturally increasing means that every game has to be harder than the last. But there’s a problem there: difficulty can’t perpetually escalate. At some point, encounters become too challenging and take too long to learn, and I think that Elden Ring has surpassed that threshold in many places. Obviously, you can use Spirit Ashes to turn that tables and demolish these encounters but I find that unsatisfying as explained previously.
The bosses in Elden Ring feel like the designers are throwing the kitchen sink at the player. It feels like every boss is insanely aggressive, has multiple area of effect (AoE) attacks, high mobility, delayed attacks, long combos, branching combos, gap closers, ranged options to interrupt healing, multiple phases, and high damage. The extent of the new boss’s movesets makes them far more complex than the simpler bosses from days past. You have to memorize a bunch of different combos, attack timings, dodge directions, and punish windows. When it works, it’s great. Fights can be an adrenaline-filled dance where you play on a knife’s edge. When it doesn’t work, it feels genuinely awful. Bosses can feel like they don’t give you any opportunity for retaliation as they relentlessly spam dozens of attacks.
It’s common to treat FromSoftware’s bosses as puzzles. Players learn the ins and outs of every attack and how to respond to them. Experimenting with a variety of timings and positionings is necessary to maximize success. The end result is a mechanical mastery in which they have a reaction for every action that the boss takes. My issue with this approach in Elden Ring is that the bosses are so complex that it takes an absurd amount of time to master them. What would require a handful of attempts in previous games now can stretch into the dozens or hundreds. Personally, I don’t want to spend hours upon hours on a single boss, especially when there are so many of them in the game.
The way I fought most of the bosses in Elden Ring was not by mastering them, but by taking risks and accepting that I would be getting hit. On one hand, taking on the fights by using instinct can make for an adrenaline pumping experience. Scraping by with a sliver of health as you land the killing blow is exhilarating. But on the other hand, beating a fight without truly understanding it can be ungratifying. You never feel like you mastered the encounter. To make matters worse, bosses can feel unfair if you never fully master how to interact with them. The bosses in Elden Ring have a tendency to feel relentlessly aggressive with little breathing room to land attacks of your own. While many of these bosses have opportunities in the middle of their combos to retaliate, only players that truly master the fights can take advantage of those openings.
Many players will take advantage of the plethora of tools that Elden Ring introduces. The wide variety of weapons, ashes of war, spells, and summons that the game provides are all there to be used. There’s nothing wrong with this and I want to make it clear that gatekeeping players because they used an “easy” or “overpowered” build is obnoxious. Having said that, it is important to acknowledge that using certain tools does dramatically decrease the games difficulty, sometimes to the point of absurdity. Spirit Ashes are one example of this, but there are a handful of weapons and spells that can similarly trivialize even the game’s hardest bosses. I think there is plenty of validity to theorizing your own builds and coming up with a powerful strategy, but I don’t think that’s what a vast majority of players do. And for good reason.
For a game that focuses so heavily on exploration and progression, Elden Ring can be actively hostile towards players wanting to experiment with new equipment. A huge chunk (maybe even the majority) of the game’s weapons, spells, and ashes of war are garbage and not worth using. This wouldn’t be so bad except for the fact that the upgrade system is keeping players from testing out weapons on equal footing. You’ll never have enough materials to test and upgrade everything, so you just have to guess which weapons are good or look up a guide. It’s no surprise to me that if you watch a random stream or clip of a player playing the game that they are almost always using similar loadouts. It’s difficult to blindly commit to a weapon in a game with hundreds of choices, so players just look up the best options. I applaud players that use creativity and knowledge to craft specialized builds and strategies to take down difficult bosses, but I don’t want to just Google the best builds just so I can stand a chance against an endgame boss.
In some ways, these more complex bosses are good. There’s a reason people mention bosses like Nameless King, Orphan of Kos, and Sword Saint Isshin as their favorite bosses from previous titles. They are extreme tests of your skill and push the player to mastery. But when every boss is on that level of complexity the game gets exhausting. I crave more variety and originality. I’m certain that FromSoftware is aware of its player base’s reactions to certain fights. They know that players universally love the three bosses that I just mentioned, so they have been steadily making every boss fight into something resembling them. An intense one-on-one battle with high difficulty, multiple phases, punishing attacks, crazy spectacle, a wide-open arena, and a crescendoing orchestra. It may sound like it’s obvious to give the player more of what they want, but I think there’s more value in having contrast between the boss battles.
Players often bemoan “gimmick” bosses or any encounter that cause them to step out of their comfort zone, but I think it’s important to think of the game as a whole rather than a collection of individual bosses. When every encounter is similar, they blend together and become forgettable. But when every encounter is unique, they stand out in their own ways and enhance each other. Ice cream is great, but if you eat ice cream for every meal a hundred days in a row, you’ll get sick of it.
There’s no doubt that FromSoftware has mastered the spectacle of boss fights. But the emotional impact of the bosses is dampened by their repetitive nature. A boss with multiple phases used to be a genuine surprise. Now it’s an expectation. Musical scores used to be somber as you defeated the husks of dying gods as they’ve clung to fragments of life for thousands of years. Now every song is a bombastic orchestra. Plenty of bosses used to have unique arenas that you had to think about how to use to your advantage. Now every boss is in a wide-open room so that nothing gets in between you and the “duel”. There used to be plenty of anti-climactic boss fights that highlighted the nature of the dying world. Now every boss is an all-out action-packed climax.
I’m sad that the days of not knowing what was coming are gone. The unique experiences provided by Demon’s Souls and Dark Souls boss fights have been disregarded for a purer sense of action. Now when I step up to a boss fog door, I know almost exactly the type of fight I am in for. Sure, I don’t know the exact moveset or attack patterns that the boss employs, but I know that the developers are about to throw the kitchen sink at me while I roll a bunch until I memorize the attack patterns. There are whispers of FromSoftware’s old design here with bosses like Rennala, Starscourge Radahn, and Mimic Tear providing unique and memorable experiences. I just wish there was more of it rather than dozens upon dozens of spectacle fights that ultimately blend into one another.
This problem is made worse by the scope of Elden Ring. While boasting a massive map and setting moments of jaw-dropping reveal are a strength of Elden Ring, it also hampers so many aspects of the game. Many of the game’s bosses are frequently repeated. Side dungeons and caves become boring detours as you progress through the game. Enemy variety and balance plummets as you approach the final third of the game.
Elden Ring is a game that peaks early on, the first area of the game is the best holistic experience. You are thrust into a beautiful yet dangerous world without many resources. Exploration is genuinely difficult as you haven’t acquired any great equipment or gained a significant number of levels yet. Furthermore, you only have a handful of healing flasks to utilize per checkpoint. As a result, every enemy poses a threat to your success and you have to play carefully. Even a basic foot soldier can disrupt your travels. But you are encouraged to explore and engage with all the content because that is how you find new equipment and gain experience. Moreover, at this point in the game everything is fresh and new and surprising. Not to mention the fact that the beginning area’s capstone dungeon is one of the best that FromSoftware has ever made with intricate yet realistic level design.
As the game progresses every new area is less surprising. It’s easy to fall into a routine of riding from point of interest to point of interest to collect whatever rewards they have in store. Basic enemies lose their potency as healing flasks become plentiful. The game is still a fun time, it can even be downright cozy as you explore the somber world that FromSoftware has created. But there’s no questioning that the experience can be quite repetitive after dozens of hours. Legacy dungeons and other bits of unique content are great, but the act of exploring simple enemy encampments, ruins, and caves loses its luster quickly. Not to mention how the endgame is poorly balanced with bosses that can devastate the player with a single hit or two.
I do love Elden Ring. I wouldn’t have played this massive game twice if I didn’t. Exploring its world for the first time is a magical experience. The evolution of combat mechanics is a welcome change. Build variety and new tools allow even more players to experience the game and play however they want. The sheer scope never ceased to surprise me as I wandered into a new area. The grandiose spectacle of the game is something that may never be matched. But it did make concessions to achieve all of this. Balance went out the window to accommodate new builds and combat. Exploration can become rote after many, many hours. Scope and spectacle are great, but mechanically the game doesn’t surprise the player with interesting bosses or arenas. It is for these reasons that I give Elden Ring a 9/10. While I enjoyed my time with Elden Ring, I am feeling worn out on the standard Souls formula and am hoping that FromSoftware has something completely new in the works.
Tchia is a love letter to New Caledonia. From the outset it is obvious that the developers wanted to share the culture, music, landscapes, and peoples of this Pacific Island. Tchia is a heartfelt adventure with a variety of small gameplay elements that contribute to the greater whole. While no aspect in particular is remarkable, I had a good time just exploring the island and messing around with its various ideas.
The game follows the story of a young girl who lives on a tiny island with her father. When her father is kidnapped by a local warlord, the girl realizes that she has a special power to briefly possess objects and animals. You play as the titular girl as she sets out to rescue her father. The story itself is cute as you get to visit a bunch of small towns and peoples as you make friends. Every group you meet is seemingly accompanied by a jam session on your trusty ukulele.
Interestingly, the story takes a pretty dramatic tonal shift about halfway through as you start to learn more about the backstory and villain. While the main character and setting remain cheerful, the narrative gets pretty dark and disturbing. Honestly, I enjoyed this dramatic shift as it will forever stick out in my mind as opposed to if the game remained 100% wholesome for the entire duration.
Tchia is first and foremost an open-world exploration game. While I’ve grown a little exhausted from these types of games, I think Tchia still manages to be fun because it is a more compact experience. The map is small and the game is short. While the game crams in a ton of side activities and points of interest, I didn’t feel obligated to do them all. I stuck to the stuff that I enjoyed and things that happened to be on the path where I was going.
The main gameplay hook is the possession mechanic. You can briefly possess any animal that you come across as well as a handful of inanimate objects. The animals behave as you would expect, and you can fling the inanimate objects as a projectile as you release your possession. The animals are fun to mess around with as they are mainly used for traversal. The islands are small, but the main character is quite slow. Possessing a bird, a deer, or a dolphin to get around greatly expedites exploration. Some animals such as the crab or dog have special uses for puzzles to snip and dig for treasure.
The other place where possession comes in handy is combat. There isn’t much combat in the game, but there are a handful of enemy camps spread around. The enemies are made of possessed cloth, so your main form of attack is to launch objects such as oil lanterns, explosive rocks, or flaming branches at them. The smaller enemy camps are a bit of frantic fun as you quickly swap between possessions and take out enemies on the fly. The bigger enemy camps at the end of the game are a bit tedious as you end up having to wander around for a while to find any opposition and oftentimes there isn’t any flammable material nearby to possess. I had to carry around a ton of explosive rocks in my backpack to take out for these occasions but it just wasn’t as fun as looking around and possessing objects strewn about the camps.
Aside from combat, Tchia has a handful of mini-games and challenges to play with. There’re timed races with different animals, shooting galleries with your slingshot, musical rhythm sections using the ukulele, traditional platforming, stealth, acrobatic diving challenges, claw machines, boating, and photography. There’s so much variety here that it’s hard to feel bored of any particular element. None of these gameplay segments are revolutionary or amazingly executed, but they are fun enough to fuel exploration.
Exploration is the core of Tchia. Whether you walk, boat, or possess a bird to get around there is a beautiful island to discover. Aside from possession, the main form of traversal is similar to that of The Legend of Zelda: Breath of the Wild, stamina-based climbing and gliding. Between the mountains, crispy blue waters, dense jungles, and cozy towns there is a real natural allure to the environment. As I previously mentioned, the world is absolutely packed with collectibles and challenges if you want to engage with those. One aspect of exploration that I enjoyed was that there was no constantly-updating reference point on the mini-map. You had to infer where you are based on landmarks and directional knowledge. This was nice as it lets you appreciate the environment and look for ways to discern your location rather than relying on a 2D projection.
Part of what makes Tchia so charming is its dedication to New Caledonia. While the world of Tchia is fictional, it bases itself heavily off of the people, culture, and landscapes of New Caledonia. It is a place that I barely knew existed, and now I find myself researching its history and culture to learn more. Everything in the game pays homage to the culture in a respectful way. It doesn’t feel like it’s just using the setting as a backdrop, but rather it’s really immersing the player in the way of life of New Caledonia’s people.
As far as performance goes, Tchia is serviceable. I personally didn’t run into any bugs, frame-rate drops, or slow loading times. Graphically, however, Tchia isn’t the best game to look at. I love the environments and setting of the game, but the hyper-stylized art style looks a little too generic and cartoony. The character models in particular look off to me. I am usually an advocate for stylized art styles as opposed to hyper-realistic graphics, but the art style of Tchia just feels outdated and worn-out. All that being said, I don’t think it’s a huge detractor from the game considering that the environments still look nice.
Tchia isn’t anything revolutionary, and that’s ok. If you are exhausted of open-world exploration games, Tchia isn’t for you. But if you do want a charming trek through a small-but-dense island then Tchia does have a lot to offer. There’s a ton of variety in the activities and mini-games to play with. The heartfelt homage to New Caledonia is what really makes the game standout, as it lets us have a window into a culture that most people are entirely unfamiliar with. It is for these reasons that I give Tchia a 7/10. It didn’t blow me away with new ideas or mechanics, but it was a much needed relaxing and wholesome adventure.
City builders are a genre all about optimization. Laying out districts and infrastructure in a logical manner is necessary to grow into a bustling metropolis. Terra Nil is labeled as a reverse city builder, you aren’t tasked with building sprawling cities. Instead, you have to cleanse a planet that has been ecologically destroyed. It’s not a game about careful planning or building, but of restoring the planet to its natural state which can be messy and unorganized. I liked what Terra Nil was trying to do, but I felt like it was missing something.
The concept of Terra Nil is superb. It not only is a game about cleaning up the devastation caused by humanity, but emphasizes this idea as a genre reversal of city builders. In city builders you often are searching for ways to optimize your city, exploiting every resource and inch of space that you have to support endless growth. But in Terra Nil you don’t have to be optimal. Everything that you build is a temporary fixture meant to restore the ecosystem and will be eventually recycled.
Restoring nature in Terra Nil comes in stages. When you visit an area, your initial goal is to generate some electricity through windmills and other renewable energy sources to power toxin scrubbers to rid the land of chemicals. The next stage is where things get more interesting. You begin to seed forests, rivers, wetlands, tundra, jungles, and whatever other biomes are appropriate for the part of the world that you are working in. There’s a bit of a puzzle element to this, as each biome has requirements to thrive such as needing certain levels of humidity, elevation, or access to water. Some even require you to do a controlled burn to enrich the soil before planting.
The biome planting phase is definitely where the game shines. You have a single resource: a pool of points to spend on buildings. You get additional points fairly rapidly as your biomes grow. Moreover, you get extra points for completing certain tasks like reaching certain temperatures or humidity levels through weather manipulation. I quite enjoyed these little side tasks not just because they gave points, but also because they had a visual effect on the world such as dragonflies and algae showing up in the wetlands. Rain is the first major milestone in any area as it cleanses any remaining polluted land. Watching as the desolated land slowly transforms into an ecological paradise of different biomes is immensely gratifying. It’s pretty simple but there are light puzzle and strategy elements to plan where you are putting the buildings and biomes.
Once your biomes have been created, identifying where wildlife can thrive is the next step. There’s a handful of species in each area that you are supposed to find, you have to scan small areas that match that species’ habitable requirements. I think this part of the game can be a little tedious as there is a lot of guesswork to figure out what each requirement is. It also can be a bit finicky even when you know the requirements as the radius of the scan is fairly small and it has a lot of trouble when certain species require multiple biomes or a food source. I loved watching animals be reintroduced to the ecosystem, but mechanically it was a bit unsatisfying.
Finally, after you are done planting biomes and identifying fauna it is time to pack up and leave for the next area. You absorb every building into recycling pods and setup collection systems to pick up those pods. In some areas you set up pylons and ziplines that connect to one another and collect the pods from there. In areas with more water, you send out little drone boats that will pick up the recycling pods. It’s a pretty straightforward phase of the game. While I did like cleaning up after myself and fully getting rid of all the buildings to let nature take over, the recycling phase is mechanically just a little barebones.
Being mechanically simplistic is one of the biggest hesitations that I have with Terra Nil. Most phases of the game don’t require much decision making or problem solving, just following a series of predefined steps. The biome creation phase is definitely the most engaging part of the game as you have some decisions about how and where you will attempt to create the biomes. But every other phase is just… too rigid. I don’t think that it is an inherently bad thing to have simpler games. I understand that one of the design philosophies of Terra Nil is to be Zen. But I would’ve liked to see at least some more expression and decision making afforded to the player during the cleansing, fauna, and recycling phases.
That’s not to say the game lacks difficulty. I wouldn’t say it’s a challenging game, but it is possible to run out of points and fail in the 3rd and 4th zones. But once you get over the initial hurdle then you are simply playing out the scenario without much thinking needed. I don’t think the game needs to be more challenging, as it does offer different difficulty options and running out of points is a real issue in harder areas. But depth doesn’t necessarily have to be difficult, Terra Nil does lack depth.
While most phases of the game lack depth and freedom, I will say I was impressed with the variety provided by the different zones. There’re 4 main areas, each with 2 scenarios to play. Aside from having their own unique biomes and fauna, you have to contend with different methods of power generation and terraforming. You will be creating new land in the tropical archipelago, restoring glaciers in the tundra, and repurposing building foundations in decaying urban centers. Terra Nil is on the shorter side, but I am glad that they didn’t repeat the same ideas over and over.
I played the game on the Nintendo Switch and while I was happy that it was available on the platform, I had some noticeable performance issues. Obviously, the Switch is not a computing powerhouse but I did not expect Terra Nil to require a powerful console. Loading screens took a long time, the game crashed once or twice, but the real complaint that I have is that graphical quality is just not great on Switch. This is not meant to be a complaint against Terra Nil, I just wish I knew beforehand that it had a major visual downgrade on the platform. Part of the appeal of the game is watching the beauty of nature as it blossoms, which didn’t look as crisp as it should have on Switch. I recommend getting this game on PC or a more powerful console for a better experience.
Terra Nil succeeds in being the Zen reverse city builder that it set out to be. City builders that demand optimization and ruthless resource utilization are fun, but I enjoyed seeing the reversal of that genre. The quick turnaround of desolate wastelands to thriving ecosystems was fantastic. I wish that most of the phases of that transformation were more mechanically engaging. It is for these reasons that I give Terra Nil a 7/10. If you approach Terra Nil as an ecological Zen Garden, you will have a great time. If you are looking for depth or intertwined gameplay systems you may be let down by its simplicity.
Turn-based RPGs are often some of the longest video games that exist. They can easily exceed dozens of hours, if not hundreds. I’m often put off from many of these games as I feel they are bloated with repetitive content and grinding. But Super Mario RPG is the rare case of an RPG that went in the opposite direction. It’s an intentionally short and sweet experience. You move so quickly through the zones and dungeons that there’s no chance to be overcome by tedium. It’s a game that relies on novelty rather than a grandiose story and scope.
Super Mario RPG is a wacky game. There’s plenty of goofy characters, ridiculous situations, and slapstick comedy. While many RPGs focus on slowly building up an ever-escalating story, Super Mario RPG moves at a breakneck pace through silly scenarios and never gets tiresome. A giant sword has fallen from the sky and destroyed Bowser’s castle and the army of sentient weapons is threatening to steal all the Star Pieces to prevent any wishes from coming true. It’s not a super engaging story, but it is helped by the characters.
There’s a ton of unique characters introduced in Super Mario RPG, the main ones being Geno and Mallow. Geno is a stalwart spirt from space that inhabits a wooden doll, while Geno is a young emotional cloud who was adopted by the Frog Sage. Bowser also gains his signature braggadocious personality as he assists Mario and company on their journey. While the story itself won’t keep you on the edge of your seat, the characters and their goofy interactions makes the adventure far more charming. After playing this game, I hope that Nintendo allows future RPGs set in the Mario world to create new characters, as that bizarre decision something that has been holding back the Paper Mario series for years.
The biggest strength of Super Mario RPG is just how snappy everything is. From the story, to the progression, to the battles. The battles in particular are a blessing. First and foremost, there are no random encounters. You can just walk past enemies that you don’t want to deal with. Despite being turn-based, the battles themselves are remarkably fast-paced. Animations and text boxes are snappy, health pools aren’t overinflated, and there isn’t too much fanfare that slows things down. I often get in and out of the easier encounters in 30 seconds to a minute.
Thankfully, this is not a game that you have to grind for experience to complete. I found that I naturally gained plenty of levels and equipment from just playing normally to beat the game. The game is definitely on the easier side, the only major hurdles are the bosses. I enjoyed the simplicity of basic bosses but I also appreciated when I had to use a little more strategy during the elongated boss fights. The combat is fairly basic, but I appreciated the simplicity of straightforward attacks and abilities.
One aspect that I enjoyed about combat in Super Mario RPG is that it is interactive despite being turn-based. By timing button-presses during tight windows of opportunity during animations you can increase your own damage or block damage from enemy attacks. I liked learning all the timings for the different weapons, abilities, and enemies. The game has a system that hints towards the correct timings if you miss it too many times, but the hint goes away once you start succeeding again.
Progressing through the game is absurdly fast. The game is maybe 12-15 hours long, but it’s crazy how many areas they crammed into the game. I never got exhausted in any zone as they just went by so fast. Every area has its own little story and characters like a typical RPG, but it doesn’t drag anything out. I think this is mostly to the games benefit, but some of the areas and towns I would have liked to spend a bit more time in. It’s hard to really get invested in any of the side characters, stories, or areas when you only spend 30 minutes to an hour there. Still, I’d rather be left wanting more than feel exhausted at the end of a game.
My only major complaint about Super Mario RPG is the janky mini-games and platforming. Many of the game’s side activities are mini-games such as Yoshi racing, minecart riding, or drifting down a river in a barrel. I think all these are all wonderfully fun ideas, but I never quite got a hang of them. They often feel like they go on for far too long and have underwhelming rewards. Anything platforming related in particular just felt awkward do the camera angles.
I never played the original Super Mario RPG: Legend of the Seven Stars that this game was based on. However, from what I can tell Super Mario RPG is a fairly faithful remake. It added a lot of quality-of-life features like more frequent saves and being able to quick-swap party members. Additionally, the player has access to powerful special attacks after filling up a gauge as a reward for successfully timing attacks and blocks. I will say that while all these features are nice, they do make an already pretty easy game even easier. Personally, I didn’t mind the easier experience but perhaps more hardcore RPG fans might be let down by the lack of challenge.
Aside from the quality-of-life updates, the most important change that the remake made was to the visuals. Super Mario RPG does a phenomenal job of modernizing the original art style while keeping its toy-like feel. The games vibrant visuals and bright color palette make it feel like a wonderland. There’s also a handful of cutscenes in the same style that look great.
Overall, I was pleasantly surprised by Super Mario RPG. It was a rollercoaster of goofy characters and classic environments. It’s not an RPG that you should reach for if you want a crazy story with twists and turns, but its smaller scope lets it speed through content at a breakneck pace. It goes to show that not every RPG needs to be a hundred hours long and that people can appreciate a more concise adventure. It is for these reasons that I give Super Mario RPG an 8/10. It’s not a grand adventure, but it is a fun one.
Pacific Drive is not what I expected it to be. And unfortunately, after playing the game, I can’t help but feel like the game I expected would have been better than the game Pacific Drive actually was. It’s certainly not a bad game. Pacific Drive does many things very well, and I hope other games take inspiration from its successes. But even aside from not being what I expected, there are some other major issues that I have with the game.
What I expected was an ominous road trip across the Pacific coast. I thought I’d be looking for bastions of safety to spend the night away from some sort of eerie threat as I made my way across the country. And that is the general idea of Pacific Drive. But instead of being a straightforward road trip with a start and destination, the game takes on a looping format. You plan a route from the safety of the garage, collect resources while avoiding sci-fi dangers, and then drive into a wormhole to return back to the garage where you can upgrade your car and tools. While the vibes here are immaculate and exactly what I expected, I found the roguelite looping structure to have a few aspects that I wasn’t a fan of.
While Pacific Drive didn’t turn out to be exactly what I wanted, I can’t deny that the game does a ton of things right. First and foremost, I love a good safehouse and Pacific Drive has one of the best in gaming. After a stress-inducing journey I loved rolling into the shop to do some repairs on my car. There’s an ever-present checklist of tasks to accomplish: filling up the gas tank, charging the battery, healing up, restocking survival tools, organizing loot, swapping out beat-up car components, and spending resources to upgrade. It may be a little repetitive after a while but I feel like the calm and safe environment itself is the reward for a successful trip into the wild.
The car itself is an extension of the player’s character. It starts out as a piece of junk that can barely make it down the road without falling apart. But as you play you will unlock upgrades to the panels, doors, engine, bumpers, trunk storage, as well as being able to slap on some special additions. Going from a car that’s panels that are duct-taped together to a radiation-shielded vehicle with wind turbines on the side, extra batteries in the back, and a radar on roof is a satisfying progression. Driving in this game is wonderfully terrible. This isn’t a racing game, and you have to take care of your surroundings as it is easy to lose traction and slip down a hill and crash into trees and rocks. All the time you spend with your car, upgrading it, learning its ins-and-outs, mastering the driving, detailing it, and repairing it makes the car an excellent tool that you really feel attached to.
What Pacific Drive really excels at is the vibe and atmosphere. It’s a wonderfully isolated experience. You don’t meet any other humans outside of limited radio interaction. You simply drive around the lonely landscapes of the Pacific Northwest and avoid dangerous anomalies. The anomalies themselves aren’t really sentient beings or scary monsters, just unnaturally occurring science-fiction phenomenon. It’s a tense but oddly relaxing experience. It distills the feeling of a solo road trip as you listen to the radio, navigate back roads, and try to make it to your next safe stop without running off the road and getting some dings on your car.
I appreciate that Pacific Drive was committed to environmental threats rather than enemies. You aren’t running from monsters, just avoiding puddles of radiation, explosive mannequins, and electrical towers. The hilly and densely forested landscape can make it a tricky problem to go off-roading to avoid these obstacles, but I enjoyed the environmental threats. Moreover, I think Pacific Drive does a great job at maintaining tension throughout the experience. The game never loses its teeth, even as you upgrade your car’s defenses. You always have to play cautiously and keep a watchful eye on your fuel, battery, and other resources to make sure you can make it back home.
I found that Pacific Drive had distinct issues in its beginning, middle, and end. The start of the game is arguably when the game is at its best. You are dropped into a terrifying world and have to figure out how to survive. Your car is a rinky-dink piece of junk that constantly needs its parts swapped and it struggles to go up a mild hill. You have to navigate through a variety of hazards and sci-fi phenomena to gather materials. Upgrades come fast and the learning process is fun, but I do think the game has some problems when teaching the player about its systems.
The game introduces you to 3 characters over radio who spend much of the early portions of the game technobabbling in your ear. Much of it is nonsense, some of it is story related, and a little of it tries to teach you how to play. But it’s hard to spend your brain’s bandwidth listening and discerning what is important while also anxiously navigating the world’s environment. The game is very punishing early on, and certain resources are exceedingly scarce. I was annoyed when the game encouraged me to fully repair all the car’s crappy components with the fairly expensive repair putty item. I also had no idea about the game’s “storm” system which encloses the map in extremely dangerous radiation if you take too long in any given area. It’s a good way to give some urgency to the player, but I don’t remember it being taught to me, maybe I missed it in the waterfall of technobabble. Regardless, I was enormously frustrated when my first encounter with the storm was an anomalous “fast storm” which closed faster than usual and caused me to die.
Once you’ve gotten comfortable in the world of Pacific Drive, you’ve entered the middle of the game. Despite how frustrating the beginning can be, the constant tension and process of learning and upgrading can be rewarding. The middle of the game is unfortunately far more repetitive. The game devolves into a monotonous cycle of collecting materials, returning to base, repairing and upgrading, and then doing it again. I get that this is the standard survival gameplay loop, but I feel that it’s particularly unrewarding in Pacific Drive. My favorite survival game is Subnautica, which has a mixture of upgrades, exploration, and story to keep the game interesting as you repeatedly dive for resources. Pacific Drive doesn’t really excel at any of those aspects.
After getting the basics at your garage and in your car, the upgrade system in Pacific Drive is a little underwhelming. I never felt particularly thrilled when I could finally upgrade my panels to gain some radiation resistance, or my doors to be insulated from a little electrical damage. These never felt like big momentous bonuses that would allow me to do things I didn’t do before. Just that it would give me a little protection when I made a mistake. I would have loved if upgrades fed more into exploration, but unfortunately the game’s roguelite format squanders a lot of opportunity there.
It would be phenomenal if there were areas that were in permanent thunderstorms that required components insulated from electrical damage. Or areas that were heavily radiated that needed lead shielding. And if those areas had huge rewards and lore drops it would be a great incentive to want to visit these areas. The game does have a single example of this, an area that is permanently shrouded in darkness that also rapidly saps electricity. I enjoyed planning for this area as it presented a unique challenge and made me think about what upgrades and tools I needed to bring. So much of the game is randomized and it results in many runs feeling same-y, I wish there were more zones that had unique layouts, anomalies, and conditions to plan for.
The late game of Pacific Drive is fairly short, which is probably a good thing because by the time I got there I was feeling burnt out on the gameplay loop. The final area is pretty tiny and there’s only one or two story missions there. I didn’t get a single late game upgrade because they weren’t necessary and by the time you get to the final zone, the game is basically over. Again, I’m actually kind of glad that this is the case because it’s a major pain to traverse all the way to the deep zone and I was already ready to be done with the game. My real issue with the late game is that the story has no climactic payoff. I wasn’t super invested in the story in the first place, but there are a few excellent and emotional moments building up to the finale. Things start to make more sense; you understand the characters more and get attached to them. But the actual ending just kind of… happens. It doesn’t really resolve most of the game’s major plot points and it ultimately just feels disappointing.
If I had my way, Pacific Drive wouldn’t be a roguelite at all. I still would like to play a version of this game where you don’t warp back to the same garage but instead drive across the Pacific Northwest on a long journey and try to find sanctuary in gas stations, rest stops, and cabins along the way. Regardless, I had other issues with Pacific Drive other than its genre. Some better teaching in the early game, better rewards and exploration in the mid game, and a better conclusion would have done a lot to make Pacific Drive more enjoyable for me. I will say that Pacific Drive does so much right. The atmosphere, the garage, the environmental hazards, the car’s handling, and the lonely vibes are aspects that I hope other games can learn from. It is for these reasons that I give Pacific Drive a 7/10. It’s not the game I expected, but I appreciated its unique approach to the survival game genre.
Pepper Grinder is a wonderfully retro game. Its detailed pixel art, gorgeous environmental backdrops, charming cast of characters, and focus on fun gameplay concepts made me feel like I was playing a classic SNES platformer. Pepper Grinder may be short, and it may not do anything revolutionary, but it is remarkably polished and is purely distilled fun. There’s no fat on this game, every level has its own ideas and mechanics that put a twist on the drilling and digging platforming.
The key mechanic in Pepper Grinder is the drill. You tunnel through sand, earth, and snow, avoiding obstacles along the way. As you pop out of the ground you can boost yourself and launch yourself from platform to platform. It’s a remarkably smooth mechanic that the entire foundation of the game is built upon. Digging through the ground is intuitive to control, fast-paced, and allows for some creative level design. And Pepper Grinder delivers that in spades.
While it may be a short game, Pepper Grinder makes up for that with the sheer variety in its levels. Every level is distinct in some way. There are grapple points to swing between patches of earth, falling chunks of snow to flow through, cannons that blast you across the sky, gatling guns to mow down enemies, and a variety of locations to explore. One minute you’ll be gunning down goons in a volcano and the next you will be diving in shark-infested waters and splitting boats in half.
What makes Pepper Grinder feel like a retro game is its charm. There’s no dialogue or much of a narrative at all. The main character, Pepper, washes up on shore and has her treasure stolen. The rest of the adventure is just using her newfound drill to hunt down her missing treasure. But what makes the game so endearing is the visual story that is told. Traveling through the lands and encountering a handful of friendly faces like a farmer mole and a friendly giant is reminiscent of SNES era games such as Super Mario World and Super Mario World 2: Yoshi’s Island. And this retro influence is also obviously present in the art style of Pepper Grinder.
The game is full of lovingly crafted pixel art and animations. The levels, environments, and characters all come to life in its high-fidelity pixel art style. Even with the bright colors and fast-paced platforming, I felt that visual clarity was extremely good. I never lost track of where I was or where I was supposed to be going. The presentation is further bolstered by a great soundtrack of mixed genres: jazz, rock, drum and bass, and even drum and bass.
There’s no arguing that Pepper Grinder is a short game. There’s only two dozen or so levels and each can be completed in 5-10 minutes. But I don’t think being short is necessarily negative. The developer obviously did not want to pad that game out with repetitive levels or filler content, which can be seen from how every level has its own gimmick or trick. Additionally, there are 5 hidden coins in every level to be found if you are interested in collectible hunting. And I found quite a bit of fun in the time trial mode, trying to get the gold medal on every level. It never felt overly challenging, but I loved finding shortcuts or optimizations to spare a few seconds.
The only major flaw with Pepper Grinder is the boss fights. There are only four of them, but none of them are particularly fun. They are neat concepts, but are unfortunately in cramped arenas that feel awkward to maneuver in. The last boss in particular is a huge difficulty spike, I could see tons of players giving up before seeing the credits because of how frustrating that fight can be. And to make matters worse, if you are doing the time trial mode you will have to deal with 30-second unskippable cutscenes on every single attempt of every boss. Truly maddening.
Pepper Grinder definitely isn’t a revolutionary game. It doesn’t dwell on any of its ideas or mechanics. If you are looking for a platformer that slowly evolves as the player gets better, Pepper Grinder may not be for you. It’s a game that delivers on a fun and fluid base movement system while throwing a bunch of different ideas at the player. Sure, many of those ideas could be explored further and expanded upon, but I appreciate the brevity of the game. And if you are looking to master the game’s mechanics, time trial mode can provide a decent but reasonable challenge.
I love when a game focuses on just being fun. And that’s what Pepper Grinder is. It may be on the shorter side, but that’s only because there is not any fat on this game whatsoever. Every level is its own idea. And the basic drilling movement is just pure fun. Although it doesn’t do anything revolutionary it manages to feel nostalgic and reminiscent of classic Nintendo platformers. It is for these reasons that I give Pepper Grinder a 7.5/10. Definitely give this game a shot if you want a quick burst of platforming fun.