It’s intricate, just technical enough to grasp, and genuinely fun in a way few strategy RPGs reach for but fail to grasp. While it does have the odd technical glitch, if this sounds at all like your kind of game, saddle up your homicidal pony and head for the nearest Emissary.
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Having received a free copy of the game, I feel like I was overcharged for the privilege. While there are some moments where the ambition of the premise shines through, it’s a severely broken game, so broken that I couldn’t even get an hour into it without the game soft-locking me within its opaque, typo-ridden purgatory. I’m sorry that I have to write this— I hate writing bad reviews, especially for games that seem relatively ambitious— but I need to remain true to my experiences.
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While the moon-logic puzzles can get annoying and sometimes the game will get pulled into an unwinnable state, it just incentivizes you to play a little closer and a little more conservatively. Foretales is a gorgeous, fun, and unique take on card battlers that promises hours of play and replay, and a world you’ll want to revisit even after your first journey.
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Chances are, you already know whether or not you want to play Roadwarden just based on the screenshots alone. It belongs to a very unique family of games with its pixelated sepia visuals and deep text-based gameplay. With games like these, it’s important to meet them on their own terms— yes, they can be frustrating and complex, but the audience they’re aiming for appreciates that complexity, frustration, and density. It’s a game where the mechanics and the story are so intertwined that one requires learning the other, and rewards careful study of both. But that being said, does Roadwarden thrive on its own merits and work as the kind of game it strives to be?
Well, sort of.
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In short? This could be a really good game, a solid entry in the genre pioneered by Disco Elysium that’s just starting to take off (see also Murder Mystery Machine and to a more failed extent, The Sunken City) but dear god is Gamedec in a rough state.
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Overfall is a game with a lot of good things going for it. It has a distinct art style, an excellent modular story engine, some interesting tactical combat, and a very dynamic setting. It's a game that promises a staggering amount of depth, especially when one gets into it. It's a big, expansive game with a big expansive map and big expansive ideas.
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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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There are rare times in art when everything works exactly the way it's supposed to. Where everything clicks so perfectly into place that it's almost elegant the way everything is so finely-tuned. And that's what playing Crypt of the NecroDancer from Brace Yourself Games feels like. Elegant. Refined. Like a well-oiled machine. In its unpolished state it was fun and interesting but heavily flawed, but now that it has reached its final polish, it is a beautiful thing to behold.
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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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