Unfortunately, while Harmony: The Fall of Reverie is a gorgeous, finely tuned visual novel with an affecting story and clear care put into every inch of the game, dissonant mechanics and sometimes confusing narrative choices are that more glaring. The result is, frustratingly, an excellent game dragged down by some of the same things that make it so excellent.
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Book of Hours arrives in full resplendence this June for PC. If this is the (admittedly thin) vertical slice we’re getting so far, I for one can’t wait to dive in.
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I wish this game was better.
There’s a power fantasy everyone’s had at some point in their lives of just destroying things. Stomping over buildings, squishing people you don’t like, roaring at the top of your lungs, and just straight-up destroying whole cities. It’s an excellent fantasy, a perfect way to release tension and get your feelings out on some tiny pixelated villagers. That’s what this game promises— a large, cathartic brawl through a medieval fantasy world as a huge, lumbering giant. You stomping your way through a cast of horrid villains and destroying siege machinery. While the promise of such a game is in there, Giants Uprising fails to deliver on a meaningful level. Not just with its laundry list of bugs, but with some fundamental issues that might not be solved. And that is possibly the most disappointing part.
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Roger Ebert once said "Of each thing, ask, who is it for?" He was of course talking about the medium of film, but it's a useful metric for criticism in general. For instance, critiquing a racy visual novel on the quantity of fanservice is kind of useless, since that's exactly why people are playing it. Similarly, critiquing a fighting game for average fighting game things isn't really intuitive to the people who want to know if a fighting game's any good, regardless of whether or not the reviewer is actually any good at fighting games.
So with this in mind, I decided to figure out whether or not Koihime Enbu, the 2D fighting game based on the Koihime Musou visual novel series, is a good fighting game, regardless of whether or not I like fighting games all that much.
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Zombasite, currently in beta from Soldak Entertainment, is the most fun you will have not knowing what it is you're doing.
And before that sounds too much like faint praise, allow me to explain, it is a lot of fun.
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I will give the twisted minds behind the Warhammer 40,000 universe credit, they at least know what they're doing with atmosphere. The series, a reductio ad absurdam of pretty much all science fiction and a little fantasy, is known for its rich atmosphere and utterly insane character designs. (Well, and codex creep, but that's for another article) It's a huge, bombastic setting of spaceships the size of former Soviet republics and ten foot tall warriors with six lungs and specially made ribs.
Regicide, by comparison, is a tactical strategy game taking some of the elements of Chess and mixing them with XCOM and Warhammer 40,000. It's not nearly as expansive or as utterly batshit as the source material it takes from, but in its own weird, restrained way, it does manage to be a lot of fun.
More, as always, below.
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I previewed this game in my first article ever for the site. I played it, and it was full of promise and life and all kinds of exciting potential. In short, while it was definitely rough, at the same time, it was a lot of fun to play.
I don't know what they did to it to take that game so full of potential, a game with a decent premise, and drop it off a cliff, but I intend to find out in great detail. Because this is not the game I previewed way back in the spring. This is a game that is significantly not that game, and it bothers me.
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The Red Solstice is a tactical 8 player co-op survival game set in the distant future on Mars. I can see how, in the heat of the moment, with all cylinders firing and everyone trying to figure out a tactical position against the alien hordes, it could be pretty cool. I'm sure there are guilds out there who would do great, shouting orders to one another and locking down a position, mowing down shrieking monsters as they run straight at you. But then there's a part of me that thinks it really missed the boat. A big part of me, actually. And it has to do with independence.
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I don't like having to pontificate on things like this. I get that it's my job, but it's kind of annoying when I can see the game for what it is, see where it could possibly be, and then be forced to lament that it wound up like this.
Galactic Inheritors is a game that seems like its ambitions exceeded its grasp. It might just be the way the game presents itself, or it may be that it seems like a very intelligent 4X game with some definite perks to it. That those perks are weighted down with a variety of bugs, strange design choices, and just in general failure to seem like an interesting game is more of a tragedy than a delight.
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I want to like The Charnel House Trilogy, really, I do.
It's an atmosphere-heavy point-and-click adventure game by a small indie company. It's got a strange plot like nothing else I've really played, except maybe for Downfall. The art has a handmade feel to it that reminds me of older adventure games, so it has the nostalgia factor going for it. And let's be honest, as someone who enjoys Jacob's Ladder and horror games a little more than anyone would ever admit, there is really no reason that I shouldn't have had an amazing time with The Charnel House Trilogy.
But as much as I'd love to trumpet Charnel House to the heavens, I found that the game falls a little short of what it could possibly deliver. While there are some great ideas overall in The Charnel House Trilogy, there's too much here for me to suggest giving this anything but a miss.
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Victor Vran , the new game from Tropico developer Haemimont Games, is an ARPG like Diablo or The Incredible Adventures of Van Helsing. It's set in a crumbling castle somewhere in Europe, filled with all manner of creepy and crawly creatures. While many people have noted similarities to other ARPGs out there, Victor Vran adds a new element to action-RPGs that most other games have ignored: Height.
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